refactor: Simplify land object by using c# get/set auto-properties where applicable.
parent
470d053443
commit
58c0ed78d4
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@ -47,12 +47,10 @@ namespace OpenSim.Region.CoreModules.World.Land
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[LAND OBJECT]";
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private bool[,] m_landBitmap;
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private readonly int landUnit = 4;
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private int m_lastSeqId = 0;
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protected LandData m_landData = new LandData();
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protected Scene m_scene;
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protected List<SceneObjectGroup> primsOverMe = new List<SceneObjectGroup>();
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protected Dictionary<uint, UUID> m_listTransactions = new Dictionary<uint, UUID>();
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@ -60,27 +58,18 @@ namespace OpenSim.Region.CoreModules.World.Land
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protected ExpiringCache<UUID, bool> m_groupMemberCache = new ExpiringCache<UUID, bool>();
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protected TimeSpan m_groupMemberCacheTimeout = TimeSpan.FromSeconds(30); // cache invalidation after 30 seconds
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public bool[,] LandBitmap
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{
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get { return m_landBitmap; }
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set { m_landBitmap = value; }
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}
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public bool[,] LandBitmap { get; set; }
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#endregion
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public int GetPrimsFree()
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{
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m_scene.EventManager.TriggerParcelPrimCountUpdate();
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int free = GetSimulatorMaxPrimCount() - m_landData.SimwidePrims;
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int free = GetSimulatorMaxPrimCount() - LandData.SimwidePrims;
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return free;
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}
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public LandData LandData
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{
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get { return m_landData; }
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set { m_landData = value; }
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}
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public LandData LandData { get; set; }
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public IPrimCounts PrimCounts { get; set; }
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@ -135,10 +124,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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m_scene = scene;
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if (m_scene == null)
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m_landBitmap = new bool[Constants.RegionSize / landUnit, Constants.RegionSize / landUnit];
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LandBitmap = new bool[Constants.RegionSize / landUnit, Constants.RegionSize / landUnit];
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else
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m_landBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
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LandBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit];
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LandData = new LandData();
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LandData.OwnerID = owner_id;
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if (is_group_owned)
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LandData.GroupID = owner_id;
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@ -1099,7 +1089,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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foreach (SceneObjectGroup obj in primsOverMe)
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{
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if (obj.OwnerID == m_landData.OwnerID)
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if (obj.OwnerID == LandData.OwnerID)
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{
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if (!returns.ContainsKey(obj.OwnerID))
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returns[obj.OwnerID] =
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@ -1108,11 +1098,11 @@ namespace OpenSim.Region.CoreModules.World.Land
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}
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}
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}
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else if (type == (uint)ObjectReturnType.Group && m_landData.GroupID != UUID.Zero)
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else if (type == (uint)ObjectReturnType.Group && LandData.GroupID != UUID.Zero)
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{
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foreach (SceneObjectGroup obj in primsOverMe)
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{
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if (obj.GroupID == m_landData.GroupID)
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if (obj.GroupID == LandData.GroupID)
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{
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if (!returns.ContainsKey(obj.OwnerID))
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returns[obj.OwnerID] =
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@ -1125,9 +1115,9 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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foreach (SceneObjectGroup obj in primsOverMe)
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{
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if (obj.OwnerID != m_landData.OwnerID &&
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(obj.GroupID != m_landData.GroupID ||
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m_landData.GroupID == UUID.Zero))
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if (obj.OwnerID != LandData.OwnerID &&
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(obj.GroupID != LandData.GroupID ||
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LandData.GroupID == UUID.Zero))
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{
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if (!returns.ContainsKey(obj.OwnerID))
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returns[obj.OwnerID] =
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