*Moved SendRegionHandshake back to IClientAPI and modded sendRegionHandshakeToAll to support the old method. (Again, my bad)

Sugilite
mingchen 2007-06-08 19:51:12 +00:00
parent 8157182d37
commit 9d1eacad7a
2 changed files with 33 additions and 37 deletions

View File

@ -168,7 +168,38 @@ namespace OpenSim.world
/// </summary>
public void SendRegionHandshake()
{
this.m_world.estateManager.sendRegionHandshake(this.ControllingClient);
System.Text.Encoding _enc = System.Text.Encoding.ASCII;
RegionHandshakePacket handshake = new RegionHandshakePacket();
handshake.RegionInfo.BillableFactor = m_regInfo.estateSettings.billableFactor;
handshake.RegionInfo.IsEstateManager = false;
handshake.RegionInfo.TerrainHeightRange00 = m_regInfo.estateSettings.terrainHeightRange0;
handshake.RegionInfo.TerrainHeightRange01 = m_regInfo.estateSettings.terrainHeightRange1;
handshake.RegionInfo.TerrainHeightRange10 = m_regInfo.estateSettings.terrainHeightRange2;
handshake.RegionInfo.TerrainHeightRange11 = m_regInfo.estateSettings.terrainHeightRange3;
handshake.RegionInfo.TerrainStartHeight00 = m_regInfo.estateSettings.terrainStartHeight0;
handshake.RegionInfo.TerrainStartHeight01 = m_regInfo.estateSettings.terrainStartHeight1;
handshake.RegionInfo.TerrainStartHeight10 = m_regInfo.estateSettings.terrainStartHeight2;
handshake.RegionInfo.TerrainStartHeight11 = m_regInfo.estateSettings.terrainStartHeight3;
handshake.RegionInfo.SimAccess = (byte)m_regInfo.estateSettings.simAccess;
handshake.RegionInfo.WaterHeight = m_regInfo.estateSettings.waterHeight;
handshake.RegionInfo.RegionFlags = (uint)m_regInfo.estateSettings.regionFlags;
handshake.RegionInfo.SimName = _enc.GetBytes(m_regInfo.estateSettings.waterHeight + "\0");
handshake.RegionInfo.SimOwner = m_regInfo.MasterAvatarAssignedUUID;
handshake.RegionInfo.TerrainBase0 = m_regInfo.estateSettings.terrainBase0;
handshake.RegionInfo.TerrainBase1 = m_regInfo.estateSettings.terrainBase1;
handshake.RegionInfo.TerrainBase2 = m_regInfo.estateSettings.terrainBase2;
handshake.RegionInfo.TerrainBase3 = m_regInfo.estateSettings.terrainBase3;
handshake.RegionInfo.TerrainDetail0 = m_regInfo.estateSettings.terrainDetail0;
handshake.RegionInfo.TerrainDetail1 = m_regInfo.estateSettings.terrainDetail1;
handshake.RegionInfo.TerrainDetail2 = m_regInfo.estateSettings.terrainDetail2;
handshake.RegionInfo.TerrainDetail3 = m_regInfo.estateSettings.terrainDetail3;
handshake.RegionInfo.CacheID = LLUUID.Random(); //I guess this is for the client to remember an old setting?
this.ControllingClient.OutPacket(handshake);
}
/// <summary>

View File

@ -227,7 +227,7 @@ namespace OpenSim.world.Estate
{
foreach (OpenSim.world.Avatar av in m_world.Avatars.Values)
{
this.sendRegionHandshake(av.ControllingClient);
av.SendRegionHandshake();
}
}
@ -259,40 +259,5 @@ namespace OpenSim.world.Estate
remote_client.OutPacket(regionInfoPacket);
}
public void sendRegionHandshake(IClientAPI remote_client)
{
System.Text.Encoding _enc = System.Text.Encoding.ASCII;
RegionHandshakePacket handshake = new RegionHandshakePacket();
handshake.RegionInfo.BillableFactor = m_regInfo.estateSettings.billableFactor;
handshake.RegionInfo.IsEstateManager = false;
handshake.RegionInfo.TerrainHeightRange00 = m_regInfo.estateSettings.terrainHeightRange0;
handshake.RegionInfo.TerrainHeightRange01 = m_regInfo.estateSettings.terrainHeightRange1;
handshake.RegionInfo.TerrainHeightRange10 = m_regInfo.estateSettings.terrainHeightRange2;
handshake.RegionInfo.TerrainHeightRange11 = m_regInfo.estateSettings.terrainHeightRange3;
handshake.RegionInfo.TerrainStartHeight00 = m_regInfo.estateSettings.terrainStartHeight0;
handshake.RegionInfo.TerrainStartHeight01 = m_regInfo.estateSettings.terrainStartHeight1;
handshake.RegionInfo.TerrainStartHeight10 = m_regInfo.estateSettings.terrainStartHeight2;
handshake.RegionInfo.TerrainStartHeight11 = m_regInfo.estateSettings.terrainStartHeight3;
handshake.RegionInfo.SimAccess = (byte)m_regInfo.estateSettings.simAccess;
handshake.RegionInfo.WaterHeight = m_regInfo.estateSettings.waterHeight;
handshake.RegionInfo.RegionFlags = (uint)m_regInfo.estateSettings.regionFlags;
handshake.RegionInfo.SimName = _enc.GetBytes(m_regInfo.estateSettings.waterHeight + "\0");
handshake.RegionInfo.SimOwner = m_regInfo.MasterAvatarAssignedUUID;
handshake.RegionInfo.TerrainBase0 = m_regInfo.estateSettings.terrainBase0;
handshake.RegionInfo.TerrainBase1 = m_regInfo.estateSettings.terrainBase1;
handshake.RegionInfo.TerrainBase2 = m_regInfo.estateSettings.terrainBase2;
handshake.RegionInfo.TerrainBase3 = m_regInfo.estateSettings.terrainBase3;
handshake.RegionInfo.TerrainDetail0 = m_regInfo.estateSettings.terrainDetail0;
handshake.RegionInfo.TerrainDetail1 = m_regInfo.estateSettings.terrainDetail1;
handshake.RegionInfo.TerrainDetail2 = m_regInfo.estateSettings.terrainDetail2;
handshake.RegionInfo.TerrainDetail3 = m_regInfo.estateSettings.terrainDetail3;
handshake.RegionInfo.CacheID = LLUUID.Random(); //I guess this is for the client to remember an old setting?
remote_client.OutPacket(handshake);
}
}
}