/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Environment.LandManagement
{
#region LandManager Class
///
/// Handles Land objects and operations requiring information from other Land objects (divide, join, etc)
///
public class LandManager
{
#region Constants
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
public const byte LAND_TYPE_PUBLIC = (byte) 0; //Equals 00000000
public const byte LAND_TYPE_OWNED_BY_OTHER = (byte) 1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_GROUP = (byte) 2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_REQUESTER = (byte) 3; //Equals 00000011
public const byte LAND_TYPE_IS_FOR_SALE = (byte) 4; //Equals 00000100
public const byte LAND_TYPE_IS_BEING_AUCTIONED = (byte) 5; //Equals 00000101
//Flags that when set, a border on the given side will be placed
//NOTE: North and East is assumable by the west and south sides (if land to east has a west border, then I have an east border; etc)
//This took forever to figure out -- jeesh. /blame LL for even having to send these
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = (byte) 64; //Equals 01000000
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = (byte) 128; //Equals 10000000
//RequestResults (I think these are right, they seem to work):
public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
//ParcelSelectObjects
public const int LAND_SELECT_OBJECTS_OWNER = 2;
public const int LAND_SELECT_OBJECTS_GROUP = 4;
public const int LAND_SELECT_OBJECTS_OTHER = 8;
//These are other constants. Yay!
public const int START_LAND_LOCAL_ID = 1;
public const float BAN_LINE_SAFETY_HIEGHT = 100;
#endregion
#region Member Variables
public Dictionary landList = new Dictionary();
private int lastLandLocalID = START_LAND_LOCAL_ID - 1;
private int[,] landIDList = new int[64,64];
///
/// Set to true when a prim is moved, created, added. Performs a prim count update
///
public bool landPrimCountTainted = false;
private readonly Scene m_scene;
private readonly RegionInfo m_regInfo;
public bool allowedForcefulBans = true;
#endregion
#region Constructors
public LandManager(Scene scene, RegionInfo reginfo)
{
m_scene = scene;
m_regInfo = reginfo;
landIDList.Initialize();
scene.EventManager.OnAvatarEnteringNewParcel +=
new EventManager.AvatarEnteringNewParcel(handleAvatarChangingParcel);
scene.EventManager.OnClientMovement += new EventManager.ClientMovement(handleAnyClientMovement);
}
#endregion
#region Member Functions
#region Land Object From Storage Functions
public void IncomingLandObjectsFromStorage(List data)
{
for (int i = 0; i < data.Count; i++)
{
//try
//{
IncomingLandObjectFromStorage(data[i]);
//}
//catch (Exception ex)
//{
//MainLog.Instance.Error("LandManager", "IncomingLandObjectsFromStorage: Exception: " + ex.ToString());
//throw ex;
//}
}
//foreach (LandData parcel in data)
//{
// IncomingLandObjectFromStorage(parcel);
//}
}
public void IncomingLandObjectFromStorage(LandData data)
{
Land new_land = new Land(data.ownerID, data.isGroupOwned, m_scene);
new_land.landData = data.Copy();
new_land.setLandBitmapFromByteArray();
addLandObject(new_land);
}
public void NoLandDataFromStorage()
{
Console.WriteLine("No LandData in storage! Loading a single, flat parcel instead");
resetSimLandObjects();
}
#endregion
#region Parcel Add/Remove/Get/Create
///
/// Creates a basic Parcel object without an owner (a zeroed key)
///
///
public Land createBaseLand()
{
return new Land(LLUUID.Zero, false, m_scene);
}
///
/// Adds a land object to the stored list and adds them to the landIDList to what they own
///
/// The land object being added
public Land addLandObject(Land new_land)
{
lastLandLocalID++;
new_land.landData.localID = lastLandLocalID;
landList.Add(lastLandLocalID, new_land.Copy());
bool[,] landBitmap = new_land.getLandBitmap();
int x, y;
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landBitmap[x, y])
{
landIDList[x, y] = lastLandLocalID;
}
}
}
landList[lastLandLocalID].forceUpdateLandInfo();
m_scene.EventManager.TriggerLandObjectAdded(new_land, m_scene.RegionInfo.RegionID);
return new_land;
}
///
/// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
///
/// Land.localID of the peice of land to remove.
public void removeLandObject(int local_id)
{
int x, y;
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landIDList[x, y] == local_id)
{
return;
//throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
}
}
}
m_scene.EventManager.TriggerLandObjectRemoved(landList[local_id].landData.globalID);
landList.Remove(local_id);
}
public void updateLandObject(int local_id, LandData newData)
{
if (landList.ContainsKey(local_id))
{
landList[local_id].landData = newData.Copy();
m_scene.EventManager.TriggerLandObjectUpdated((uint) local_id, landList[local_id]);
}
else
{
//throw new Exception("Could not update land object. Local ID '" + local_id + "' does not exist");
}
}
private void performFinalLandJoin(Land master, Land slave)
{
int x, y;
bool[,] landBitmapSlave = slave.getLandBitmap();
for (x = 0; x < 64; x++)
{
for (y = 0; y < 64; y++)
{
if (landBitmapSlave[x, y])
{
landIDList[x, y] = master.landData.localID;
}
}
}
removeLandObject(slave.landData.localID);
updateLandObject(master.landData.localID, master.landData);
}
///
/// Get the land object at the specified point
///
/// Value between 0 - 256 on the x axis of the point
/// Value between 0 - 256 on the y axis of the point
/// Land object at the point supplied
public Land getLandObject(float x_float, float y_float)
{
int x;
int y;
try
{
x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / Convert.ToDouble(4.0)));
y = Convert.ToInt32(Math.Floor(Convert.ToDouble(y_float) / Convert.ToDouble(4.0)));
}
catch (System.OverflowException)
{
return null;
}
if (x >= 64 || y >= 64 || x < 0 || y < 0)
{
return null;
}
else
{
// Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
return landList[landIDList[x, y]];
}
}
public Land getLandObject(int x, int y)
{
if (x >= 256 || y >= 256 || x < 0 || y < 0)
{
// These exceptions here will cause a lot of complaints from the users specifically because
// they happen every time at border crossings
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
return landList[landIDList[x/4, y/4]];
}
}
#endregion
#region Parcel Modification
///
/// Subdivides a piece of land
///
/// West Point
/// South Point
/// East Point
/// North Point
/// LLUUID of user who is trying to subdivide
/// Returns true if successful
private bool subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
//First, lets loop through the points and make sure they are all in the same peice of land
//Get the land object at start
Land startLandObject = getLandObject(start_x, start_y);
if (startLandObject == null) return false; //No such land object at the beginning
//Loop through the points
try
{
int totalX = end_x - start_x;
int totalY = end_y - start_y;
int x, y;
for (y = 0; y < totalY; y++)
{
for (x = 0; x < totalX; x++)
{
Land tempLandObject = getLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return false; //No such land object at that point
if (tempLandObject != startLandObject) return false; //Subdividing over 2 land objects; no-no
}
}
}
catch (Exception)
{
return false; //Exception. For now, lets skip subdivision
}
//If we are still here, then they are subdividing within one piece of land
//Check owner
if (startLandObject.landData.ownerID != attempting_user_id)
{
return false; //They cant do this!
}
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
Land newLand = startLandObject.Copy();
newLand.landData.landName = "Subdivision of " + newLand.landData.landName;
newLand.landData.globalID = LLUUID.Random();
newLand.setLandBitmap(Land.getSquareLandBitmap(start_x, start_y, end_x, end_y));
//Now, lets set the subdivision area of the original to false
int startLandObjectIndex = startLandObject.landData.localID;
landList[startLandObjectIndex].setLandBitmap(
Land.modifyLandBitmapSquare(startLandObject.getLandBitmap(), start_x, start_y, end_x, end_y, false));
landList[startLandObjectIndex].forceUpdateLandInfo();
setPrimsTainted();
//Now add the new land object
Land result = addLandObject(newLand);
updateLandObject(startLandObject.landData.localID, startLandObject.landData);
result.sendLandUpdateToAvatarsOverMe();
return true;
}
///
/// Join 2 land objects together
///
/// x value in first piece of land
/// y value in first piece of land
/// x value in second peice of land
/// y value in second peice of land
/// LLUUID of the avatar trying to join the land objects
/// Returns true if successful
private bool join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
end_x -= 4;
end_y -= 4;
List selectedLandObjects = new List();
int stepXSelected = 0;
int stepYSelected = 0;
for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
{
for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
{
Land p = getLandObject(stepXSelected, stepYSelected);
if (p != null)
{
if (!selectedLandObjects.Contains(p))
{
selectedLandObjects.Add(p);
}
}
}
}
Land masterLandObject = selectedLandObjects[0];
selectedLandObjects.RemoveAt(0);
if (selectedLandObjects.Count < 1)
{
return false; //Only one piece of land selected
}
if (masterLandObject.landData.ownerID != attempting_user_id)
{
return false; //Not the same owner
}
foreach (Land p in selectedLandObjects)
{
if (p.landData.ownerID != masterLandObject.landData.ownerID)
{
return false; //Over multiple users. TODO: make this just ignore this piece of land?
}
}
foreach (Land slaveLandObject in selectedLandObjects)
{
landList[masterLandObject.landData.localID].setLandBitmap(
Land.mergeLandBitmaps(masterLandObject.getLandBitmap(), slaveLandObject.getLandBitmap()));
performFinalLandJoin(masterLandObject, slaveLandObject);
}
setPrimsTainted();
masterLandObject.sendLandUpdateToAvatarsOverMe();
return true;
}
#endregion
#region Parcel Updating
///
/// Where we send the ParcelOverlay packet to the client
///
/// The object representing the client
public void sendParcelOverlay(IClientAPI remote_client)
{
const int LAND_BLOCKS_PER_PACKET = 1024;
int x, y = 0;
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
ParcelOverlayPacket packet;
for (y = 0; y < 64; y++)
{
for (x = 0; x < 64; x++)
{
byte tempByte = (byte) 0; //This represents the byte for the current 4x4
Land currentParcelBlock = getLandObject(x*4, y*4);
if (currentParcelBlock != null)
{
if (currentParcelBlock.landData.ownerID == remote_client.AgentId)
{
//Owner Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_REQUESTER);
}
else if (currentParcelBlock.landData.salePrice > 0 &&
(currentParcelBlock.landData.authBuyerID == LLUUID.Zero ||
currentParcelBlock.landData.authBuyerID == remote_client.AgentId))
{
//Sale Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_IS_FOR_SALE);
}
else if (currentParcelBlock.landData.ownerID == LLUUID.Zero)
{
//Public Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_PUBLIC);
}
else
{
//Other Flag
tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_OTHER);
}
//Now for border control
try
{
Land westParcel = null;
Land southParcel = null;
if (x > 0)
{
westParcel = getLandObject((x - 1)*4, y*4);
}
if (y > 0)
{
southParcel = getLandObject(x*4, (y - 1)*4);
}
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (westParcel != null && westParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (southParcel != null && southParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
byteArrayCount = 0;
packet = (ParcelOverlayPacket) PacketPool.Instance.GetPacket(PacketType.ParcelOverlay);
packet.ParcelData.Data = byteArray;
packet.ParcelData.SequenceID = sequenceID;
remote_client.OutPacket((Packet) packet, ThrottleOutPacketType.Task);
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
catch (Exception e)
{
MainLog.Instance.Debug("LAND",
"Skipped Land checks because avatar is out of bounds: " + e.Message);
}
}
}
}
}
public void handleParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id,
bool snap_selection, IClientAPI remote_client)
{
//Get the land objects within the bounds
List temp = new List();
int x, y, i;
int inc_x = end_x - start_x;
int inc_y = end_y - start_y;
for (x = 0; x < inc_x; x++)
{
for (y = 0; y < inc_y; y++)
{
Land currentParcel = getLandObject(start_x + x, start_y + y);
if (currentParcel != null)
{
if (!temp.Contains(currentParcel))
{
currentParcel.forceUpdateLandInfo();
temp.Add(currentParcel);
}
}
}
}
int requestResult = LAND_RESULT_SINGLE;
if (temp.Count > 1)
{
requestResult = LAND_RESULT_MULTIPLE;
}
for (i = 0; i < temp.Count; i++)
{
temp[i].sendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
}
sendParcelOverlay(remote_client);
}
public void handleParcelPropertiesUpdateRequest(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client)
{
if (landList.ContainsKey(packet.ParcelData.LocalID))
{
landList[packet.ParcelData.LocalID].updateLandProperties(packet, remote_client);
}
}
public void handleParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
subdivide(west, south, east, north, remote_client.AgentId);
}
public void handleParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
{
join(west, south, east, north, remote_client.AgentId);
}
public void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client)
{
landList[local_id].sendForceObjectSelect(local_id, request_type, remote_client);
}
public void handleParcelObjectOwnersRequest(int local_id, IClientAPI remote_client)
{
landList[local_id].sendLandObjectOwners(remote_client);
}
#endregion
///
/// Resets the sim to the default land object (full sim piece of land owned by the default user)
///
public void resetSimLandObjects()
{
//Remove all the land objects in the sim and add a blank, full sim land object set to public
landList.Clear();
lastLandLocalID = START_LAND_LOCAL_ID - 1;
landIDList.Initialize();
Land fullSimParcel = new Land(LLUUID.Zero, false, m_scene);
fullSimParcel.setLandBitmap(Land.getSquareLandBitmap(0, 0, 256, 256));
fullSimParcel.landData.ownerID = m_regInfo.MasterAvatarAssignedUUID;
addLandObject(fullSimParcel);
}
public List parcelsNearPoint(LLVector3 position)
{
List parcelsNear = new List();
int x, y;
for (x = -4; x <= 4; x += 4)
{
for (y = -4; y <= 4; y += 4)
{
Land check = getLandObject(position.X + x, position.Y + y);
if (check != null)
{
if (!parcelsNear.Contains(check))
{
parcelsNear.Add(check);
}
}
}
}
return parcelsNear;
}
public void sendYouAreBannedNotice(ScenePresence avatar)
{
if (allowedForcefulBans)
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned. Please go away. <3 OpenSim Developers");
avatar.PhysicsActor.Position =
new PhysicsVector(avatar.lastKnownAllowedPosition.x, avatar.lastKnownAllowedPosition.y,
avatar.lastKnownAllowedPosition.z);
avatar.PhysicsActor.Velocity = new PhysicsVector(0, 0, 0);
}
else
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned; however, the grid administrator has disabled ban lines globally. Please obey the land owner's requests or you can be banned from the entire sim! <3 OpenSim Developers");
}
}
public void handleAvatarChangingParcel(ScenePresence avatar, int localLandID, LLUUID regionID)
{
if (m_scene.RegionInfo.RegionID == regionID)
{
if (landList[localLandID] != null)
{
Land parcelAvatarIsEntering = landList[localLandID];
if (avatar.AbsolutePosition.Z < BAN_LINE_SAFETY_HIEGHT)
{
if (parcelAvatarIsEntering.isBannedFromLand(avatar.UUID))
{
sendYouAreBannedNotice(avatar);
}
else if (parcelAvatarIsEntering.isRestrictedFromLand(avatar.UUID))
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because the land owner has restricted access. For now, you can enter, but please respect the land owner's decisions (or he can ban you!). <3 OpenSim Developers");
}
else
{
avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
}
}
else
{
avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
}
}
}
}
public void sendOutNearestBanLine(IClientAPI avatar)
{
List avatars = m_scene.GetAvatars();
foreach (ScenePresence presence in avatars)
{
if (presence.UUID == avatar.AgentId)
{
List checkLandParcels = parcelsNearPoint(presence.AbsolutePosition);
foreach (Land checkBan in checkLandParcels)
{
if (checkBan.isBannedFromLand(avatar.AgentId))
{
checkBan.sendLandProperties(-30000, false, (int) ParcelManager.ParcelResult.Single, avatar);
return; //Only send one
}
else if (checkBan.isRestrictedFromLand(avatar.AgentId))
{
checkBan.sendLandProperties(-40000, false, (int) ParcelManager.ParcelResult.Single, avatar);
return; //Only send one
}
}
return;
}
}
}
public void sendLandUpdate(ScenePresence avatar)
{
Land over = getLandObject((int) Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
(int) Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
if (over != null)
{
over.sendLandUpdateToClient(avatar.ControllingClient);
if (avatar.currentParcelUUID != over.landData.globalID)
{
avatar.currentParcelUUID = over.landData.globalID;
m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.landData.localID,
m_scene.RegionInfo.RegionID);
}
}
}
public void handleSignificantClientMovement(IClientAPI remote_client)
{
ScenePresence clientAvatar = m_scene.GetScenePresence(remote_client.AgentId);
if (clientAvatar != null)
{
sendLandUpdate(clientAvatar);
sendOutNearestBanLine(remote_client);
Land parcel = getLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
if (parcel != null)
{
if (clientAvatar.AbsolutePosition.Z < BAN_LINE_SAFETY_HIEGHT &&
clientAvatar.sentMessageAboutRestrictedParcelFlyingDown)
{
handleAvatarChangingParcel(clientAvatar, parcel.landData.localID, m_scene.RegionInfo.RegionID);
//They are going below the safety line!
if (!parcel.isBannedFromLand(clientAvatar.UUID))
{
clientAvatar.sentMessageAboutRestrictedParcelFlyingDown = false;
}
}
else if (clientAvatar.AbsolutePosition.Z < BAN_LINE_SAFETY_HIEGHT &&
parcel.isBannedFromLand(clientAvatar.UUID))
{
sendYouAreBannedNotice(clientAvatar);
}
}
}
}
public void handleAnyClientMovement(ScenePresence avatar)
//Like handleSignificantClientMovement, but called with an AgentUpdate regardless of distance.
{
Land over = getLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (over != null)
{
if (!over.isBannedFromLand(avatar.UUID) || avatar.AbsolutePosition.Z >= BAN_LINE_SAFETY_HIEGHT)
{
avatar.lastKnownAllowedPosition =
new Vector3(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, avatar.AbsolutePosition.Z);
}
}
}
public void handleParcelAccessRequest(LLUUID agentID, LLUUID sessionID, uint flags, int sequenceID,
int landLocalID, IClientAPI remote_client)
{
if (landList.ContainsKey(landLocalID))
{
landList[landLocalID].sendAccessList(agentID, sessionID, flags, sequenceID, remote_client);
}
}
public void handleParcelAccessUpdateRequest(LLUUID agentID, LLUUID sessionID, uint flags, int landLocalID,
List entries,
IClientAPI remote_client)
{
if (landList.ContainsKey(landLocalID))
{
if (agentID == landList[landLocalID].landData.ownerID)
{
landList[landLocalID].updateAccessList(flags, entries, remote_client);
}
}
else
{
Console.WriteLine("INVALID LOCAL LAND ID");
}
}
public void resetAllLandPrimCounts()
{
foreach (Land p in landList.Values)
{
p.resetLandPrimCounts();
}
}
public void setPrimsTainted()
{
landPrimCountTainted = true;
}
public void addPrimToLandPrimCounts(SceneObjectGroup obj)
{
LLVector3 position = obj.AbsolutePosition;
Land landUnderPrim = getLandObject(position.X, position.Y);
if (landUnderPrim != null)
{
landUnderPrim.addPrimToCount(obj);
}
}
public void removePrimFromLandPrimCounts(SceneObjectGroup obj)
{
foreach (Land p in landList.Values)
{
p.removePrimFromCount(obj);
}
}
public void finalizeLandPrimCountUpdate()
{
//Get Simwide prim count for owner
Dictionary> landOwnersAndParcels = new Dictionary>();
foreach (Land p in landList.Values)
{
if (!landOwnersAndParcels.ContainsKey(p.landData.ownerID))
{
List tempList = new List();
tempList.Add(p);
landOwnersAndParcels.Add(p.landData.ownerID, tempList);
}
else
{
landOwnersAndParcels[p.landData.ownerID].Add(p);
}
}
foreach (LLUUID owner in landOwnersAndParcels.Keys)
{
int simArea = 0;
int simPrims = 0;
foreach (Land p in landOwnersAndParcels[owner])
{
simArea += p.landData.area;
simPrims += p.landData.ownerPrims + p.landData.otherPrims + p.landData.groupPrims +
p.landData.selectedPrims;
}
foreach (Land p in landOwnersAndParcels[owner])
{
p.landData.simwideArea = simArea;
p.landData.simwidePrims = simPrims;
}
}
}
#endregion
}
#endregion
}