*Moved SendRegionHandshake back to IClientAPI and modded sendRegionHandshakeToAll to support the old method. (Again, my bad)
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8157182d37
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9d1eacad7a
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@ -168,7 +168,38 @@ namespace OpenSim.world
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/// </summary>
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/// </summary>
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public void SendRegionHandshake()
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public void SendRegionHandshake()
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{
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{
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this.m_world.estateManager.sendRegionHandshake(this.ControllingClient);
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System.Text.Encoding _enc = System.Text.Encoding.ASCII;
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RegionHandshakePacket handshake = new RegionHandshakePacket();
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handshake.RegionInfo.BillableFactor = m_regInfo.estateSettings.billableFactor;
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handshake.RegionInfo.IsEstateManager = false;
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handshake.RegionInfo.TerrainHeightRange00 = m_regInfo.estateSettings.terrainHeightRange0;
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handshake.RegionInfo.TerrainHeightRange01 = m_regInfo.estateSettings.terrainHeightRange1;
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handshake.RegionInfo.TerrainHeightRange10 = m_regInfo.estateSettings.terrainHeightRange2;
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handshake.RegionInfo.TerrainHeightRange11 = m_regInfo.estateSettings.terrainHeightRange3;
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handshake.RegionInfo.TerrainStartHeight00 = m_regInfo.estateSettings.terrainStartHeight0;
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handshake.RegionInfo.TerrainStartHeight01 = m_regInfo.estateSettings.terrainStartHeight1;
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handshake.RegionInfo.TerrainStartHeight10 = m_regInfo.estateSettings.terrainStartHeight2;
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handshake.RegionInfo.TerrainStartHeight11 = m_regInfo.estateSettings.terrainStartHeight3;
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handshake.RegionInfo.SimAccess = (byte)m_regInfo.estateSettings.simAccess;
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handshake.RegionInfo.WaterHeight = m_regInfo.estateSettings.waterHeight;
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handshake.RegionInfo.RegionFlags = (uint)m_regInfo.estateSettings.regionFlags;
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handshake.RegionInfo.SimName = _enc.GetBytes(m_regInfo.estateSettings.waterHeight + "\0");
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handshake.RegionInfo.SimOwner = m_regInfo.MasterAvatarAssignedUUID;
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handshake.RegionInfo.TerrainBase0 = m_regInfo.estateSettings.terrainBase0;
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handshake.RegionInfo.TerrainBase1 = m_regInfo.estateSettings.terrainBase1;
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handshake.RegionInfo.TerrainBase2 = m_regInfo.estateSettings.terrainBase2;
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handshake.RegionInfo.TerrainBase3 = m_regInfo.estateSettings.terrainBase3;
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handshake.RegionInfo.TerrainDetail0 = m_regInfo.estateSettings.terrainDetail0;
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handshake.RegionInfo.TerrainDetail1 = m_regInfo.estateSettings.terrainDetail1;
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handshake.RegionInfo.TerrainDetail2 = m_regInfo.estateSettings.terrainDetail2;
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handshake.RegionInfo.TerrainDetail3 = m_regInfo.estateSettings.terrainDetail3;
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handshake.RegionInfo.CacheID = LLUUID.Random(); //I guess this is for the client to remember an old setting?
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this.ControllingClient.OutPacket(handshake);
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}
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}
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/// <summary>
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/// <summary>
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@ -227,7 +227,7 @@ namespace OpenSim.world.Estate
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{
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{
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foreach (OpenSim.world.Avatar av in m_world.Avatars.Values)
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foreach (OpenSim.world.Avatar av in m_world.Avatars.Values)
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{
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{
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this.sendRegionHandshake(av.ControllingClient);
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av.SendRegionHandshake();
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}
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}
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}
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}
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@ -259,40 +259,5 @@ namespace OpenSim.world.Estate
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remote_client.OutPacket(regionInfoPacket);
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remote_client.OutPacket(regionInfoPacket);
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}
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}
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public void sendRegionHandshake(IClientAPI remote_client)
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{
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System.Text.Encoding _enc = System.Text.Encoding.ASCII;
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RegionHandshakePacket handshake = new RegionHandshakePacket();
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handshake.RegionInfo.BillableFactor = m_regInfo.estateSettings.billableFactor;
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handshake.RegionInfo.IsEstateManager = false;
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handshake.RegionInfo.TerrainHeightRange00 = m_regInfo.estateSettings.terrainHeightRange0;
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handshake.RegionInfo.TerrainHeightRange01 = m_regInfo.estateSettings.terrainHeightRange1;
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handshake.RegionInfo.TerrainHeightRange10 = m_regInfo.estateSettings.terrainHeightRange2;
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handshake.RegionInfo.TerrainHeightRange11 = m_regInfo.estateSettings.terrainHeightRange3;
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handshake.RegionInfo.TerrainStartHeight00 = m_regInfo.estateSettings.terrainStartHeight0;
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handshake.RegionInfo.TerrainStartHeight01 = m_regInfo.estateSettings.terrainStartHeight1;
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handshake.RegionInfo.TerrainStartHeight10 = m_regInfo.estateSettings.terrainStartHeight2;
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handshake.RegionInfo.TerrainStartHeight11 = m_regInfo.estateSettings.terrainStartHeight3;
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handshake.RegionInfo.SimAccess = (byte)m_regInfo.estateSettings.simAccess;
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handshake.RegionInfo.WaterHeight = m_regInfo.estateSettings.waterHeight;
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handshake.RegionInfo.RegionFlags = (uint)m_regInfo.estateSettings.regionFlags;
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handshake.RegionInfo.SimName = _enc.GetBytes(m_regInfo.estateSettings.waterHeight + "\0");
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handshake.RegionInfo.SimOwner = m_regInfo.MasterAvatarAssignedUUID;
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handshake.RegionInfo.TerrainBase0 = m_regInfo.estateSettings.terrainBase0;
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handshake.RegionInfo.TerrainBase1 = m_regInfo.estateSettings.terrainBase1;
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handshake.RegionInfo.TerrainBase2 = m_regInfo.estateSettings.terrainBase2;
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handshake.RegionInfo.TerrainBase3 = m_regInfo.estateSettings.terrainBase3;
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handshake.RegionInfo.TerrainDetail0 = m_regInfo.estateSettings.terrainDetail0;
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handshake.RegionInfo.TerrainDetail1 = m_regInfo.estateSettings.terrainDetail1;
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handshake.RegionInfo.TerrainDetail2 = m_regInfo.estateSettings.terrainDetail2;
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handshake.RegionInfo.TerrainDetail3 = m_regInfo.estateSettings.terrainDetail3;
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handshake.RegionInfo.CacheID = LLUUID.Random(); //I guess this is for the client to remember an old setting?
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remote_client.OutPacket(handshake);
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}
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}
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}
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}
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}
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