minor: add doc to a few parcel methods
parent
40464f6cc6
commit
59caa68e08
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@ -93,6 +93,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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List<EntityBase> entities = m_scene.GetEntities();
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List<EntityBase> entities = m_scene.GetEntities();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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/*
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foreach (ILandObject lo in m_scene.LandChannel.AllParcels())
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{
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if (name == lo.LandData.Name)
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{
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// This is the parcel we want
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}
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}
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*/
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// Filter entities so that we only have scene objects.
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// Filter entities so that we only have scene objects.
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// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
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// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
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// end up having to do this
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// end up having to do this
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@ -105,7 +105,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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obj.LandData.Name = "NO LAND";
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obj.LandData.Name = "NO LAND";
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return obj;
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return obj;
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}
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}
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public List<ILandObject> AllParcels()
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public List<ILandObject> AllParcels()
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{
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{
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@ -154,6 +154,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_landManagementModule.UpdateLandObject(localID, data);
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m_landManagementModule.UpdateLandObject(localID, data);
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}
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}
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}
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}
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public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
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public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
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{
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{
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if (m_landManagementModule != null)
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if (m_landManagementModule != null)
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@ -67,7 +67,14 @@ namespace OpenSim.Region.CoreModules.World.Land
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private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
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private const int landArrayMax = ((int)((int)Constants.RegionSize / 4) >= 64) ? (int)((int)Constants.RegionSize / 4) : 64;
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#pragma warning restore 0429
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#pragma warning restore 0429
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/// <value>
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/// Local land ids at specified region co-ordinates (region size / 4)
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/// </value>
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private readonly int[,] m_landIDList = new int[landArrayMax, landArrayMax];
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private readonly int[,] m_landIDList = new int[landArrayMax, landArrayMax];
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/// <value>
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/// Land objects keyed by local id
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/// </value>
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private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
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private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
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private bool m_landPrimCountTainted;
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private bool m_landPrimCountTainted;
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@ -570,6 +577,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0)
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if (x_float > Constants.RegionSize || x_float <= 0 || y_float > Constants.RegionSize || y_float <= 0)
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return null;
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return null;
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try
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try
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{
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{
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x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / 4.0));
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x = Convert.ToInt32(Math.Floor(Convert.ToDouble(x_float) / 4.0));
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@ -584,6 +592,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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{
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return null;
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return null;
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}
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}
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lock (m_landList)
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lock (m_landList)
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{
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{
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// Corner case. If an autoreturn happens during sim startup
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// Corner case. If an autoreturn happens during sim startup
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@ -603,6 +612,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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// they happen every time at border crossings
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// they happen every time at border crossings
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throw new Exception("Error: Parcel not found at point " + x + ", " + y);
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throw new Exception("Error: Parcel not found at point " + x + ", " + y);
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}
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}
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lock (m_landIDList)
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lock (m_landIDList)
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{
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{
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try
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try
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@ -617,7 +627,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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return null;
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return null;
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}
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}
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}
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}
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}
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}
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#endregion
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#endregion
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@ -33,26 +33,41 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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{
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public interface ILandChannel
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public interface ILandChannel
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{
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{
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List<ILandObject> ParcelsNearPoint(Vector3 position);
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/// <summary>
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/// Get all parcels
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/// </summary>
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/// <returns></returns>
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List<ILandObject> AllParcels();
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List<ILandObject> AllParcels();
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/// <summary>
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/// <summary>
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/// Get the land object at the specified point
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/// Get the parcel at the specified point
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/// </summary>
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/// </summary>
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/// <param name="x">Value between 0 - 256 on the x axis of the point</param>
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/// <param name="x">Value between 0 - 256 on the x axis of the point</param>
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/// <param name="y">Value between 0 - 256 on the y axis of the point</param>
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/// <param name="y">Value between 0 - 256 on the y axis of the point</param>
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/// <returns>Land object at the point supplied</returns>
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/// <returns>Land object at the point supplied</returns>
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ILandObject GetLandObject(int x, int y);
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ILandObject GetLandObject(int x, int y);
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ILandObject GetLandObject(int localID);
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/// <summary>
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/// <summary>
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/// Get the land object at the specified point
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/// Get the parcel at the specified point
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/// </summary>
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/// </summary>
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/// <param name="x">Value between 0 - 256 on the x axis of the point</param>
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/// <param name="x">Value between 0 - 256 on the x axis of the point</param>
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/// <param name="y">Value between 0 - 256 on the y axis of the point</param>
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/// <param name="y">Value between 0 - 256 on the y axis of the point</param>
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/// <returns>Land object at the point supplied</returns>
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/// <returns>Land object at the point supplied</returns>
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ILandObject GetLandObject(float x, float y);
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ILandObject GetLandObject(float x, float y);
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/// <summary>
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/// Get the parcels near the specified point
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/// </summary>
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/// <param name="position"></param>
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/// <returns></returns>
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List<ILandObject> ParcelsNearPoint(Vector3 position);
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/// <summary>
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/// Get the parcel given the land's local id.
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/// </summary>
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/// <param name="localID"></param>
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/// <returns></returns>
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ILandObject GetLandObject(int localID);
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bool IsLandPrimCountTainted();
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bool IsLandPrimCountTainted();
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bool IsForcefulBansAllowed();
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bool IsForcefulBansAllowed();
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@ -118,6 +118,7 @@ public class RegionCombinerLargeLandChannel : ILandChannel
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return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
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return regionData.RegionScene.LandChannel.GetLandObject(x - offsetX, y - offsetY);
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}
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}
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}
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}
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ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
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ILandObject obj = new LandObject(UUID.Zero, false, RegData.RegionScene);
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obj.LandData.Name = "NO LAND";
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obj.LandData.Name = "NO LAND";
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return obj;
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return obj;
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