Deal with incoming land objects properly so they don't just stack up
parent
9f00f141fe
commit
ef0ac7c403
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@ -1303,18 +1303,31 @@ namespace OpenSim.Region.CoreModules.World.Land
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public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
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{
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for (int i = 0; i < data.Count; i++)
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lock (m_landList)
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{
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IncomingLandObjectFromStorage(data[i]);
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//Remove all the land objects in the sim and then process our new data
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foreach (int n in m_landList.Keys)
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{
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m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
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}
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m_landIDList.Initialize();
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m_landList.Clear();
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for (int i = 0; i < data.Count; i++)
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{
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IncomingLandObjectFromStorage(data[i]);
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}
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}
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}
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public void IncomingLandObjectFromStorage(LandData data)
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{
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ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
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new_land.LandData = data.Copy();
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new_land.SetLandBitmapFromByteArray();
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AddLandObject(new_land);
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new_land.SendLandUpdateToAvatarsOverMe();
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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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