C# Class OpenSim.Region.CoreModules.World.Land.LandObject

Keeps track of a specific piece of land's information
Inheritance: ILandObject
Show file Open project: N3X15/VoxelSim Class Usage Examples

Protected Properties

Property Type Description
m_landData LandData
m_scene Scene
primsOverMe List

Public Methods

Method Description
AddPrimToCount ( SceneObjectGroup obj ) : void
BasicFullRegionLandBitmap ( ) : ].bool[

Full sim land object creation

ContainsPoint ( int x, int y ) : bool

Checks to see if this land object contains a point

Copy ( ) : ILandObject
CreateAccessListArrayByFlag ( AccessList flag ) : List
DeedToGroup ( UUID groupID ) : void
ForceUpdateLandInfo ( ) : void

Update all settings in land such as area, bitmap byte array, etc

GetLandBitmap ( ) : ].bool[

Gets the land's bitmap manually

GetLandObjectOwners ( ) : int>.Dictionary
GetParcelMaxPrimCount ( ILandObject thisObject ) : int
GetSimulatorMaxPrimCount ( ILandObject thisObject ) : int
GetSquareLandBitmap ( int start_x, int start_y, int end_x, int end_y ) : ].bool[

Used to modify the bitmap between the x and y points. Points use 64 scale

IsBannedFromLand ( UUID avatar ) : bool
IsEitherBannedOrRestricted ( UUID avatar ) : bool
IsRestrictedFromLand ( UUID avatar ) : bool
LandObject ( UUID owner_id, bool is_group_owned, Scene scene ) : System
MergeLandBitmaps ( bool bitmap_base, bool bitmap_add ) : ].bool[

Join the true values of 2 bitmaps together

ModifyLandBitmapSquare ( bool land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value ) : ].bool[

Change a land bitmap at within a square and set those points to a specific value

RemovePrimFromCount ( SceneObjectGroup obj ) : void
ResetLandPrimCounts ( ) : void
ReturnLandObjects ( uint type, UUID owners, UUID tasks, IClientAPI remote_client ) : void
ReturnObject ( SceneObjectGroup obj ) : void
SendAccessList ( UUID agentID, UUID sessionID, uint flags, int sequenceID, IClientAPI remote_client ) : void
SendForceObjectSelect ( int local_id, int request_type, List returnIDs, IClientAPI remote_client ) : void
SendLandObjectOwners ( IClientAPI remote_client ) : void

Notify the parcel owner each avatar that owns prims situated on their land. This notification includes aggreagete details such as the number of prims.

SendLandProperties ( int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client ) : void
SendLandUpdateToAvatarsOverMe ( ) : void
SendLandUpdateToAvatarsOverMe ( bool snap_selection ) : void
SendLandUpdateToClient ( IClientAPI remote_client ) : void
SendLandUpdateToClient ( bool snap_selection, IClientAPI remote_client ) : void
SetLandBitmap ( bool bitmap ) : void

Sets the land's bitmap manually

SetLandBitmapFromByteArray ( ) : void
SetMediaUrl ( string url ) : void

Set the media url for this land parcel

SetMusicUrl ( string url ) : void

Set the music url for this land parcel

SetParcelObjectMaxOverride ( overrideParcelMaxPrimCountDelegate overrideDel ) : void
SetSimulatorObjectMaxOverride ( overrideSimulatorMaxPrimCountDelegate overrideDel ) : void
UpdateAccessList ( uint flags, List entries, IClientAPI remote_client ) : void
UpdateLandBitmapByteArray ( ) : void
UpdateLandProperties ( LandUpdateArgs args, IClientAPI remote_client ) : void
UpdateLandSold ( UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area ) : void

Private Methods

Method Description
ConvertBytesToLandBitmap ( ) : ].bool[
ConvertLandBitmapToBytes ( ) : byte[]

Converts the land bitmap to a packet friendly byte array

UpdateAABBAndAreaValues ( ) : void

Updates the AABBMin and AABBMax values after area/shape modification of the land object

Method Details

AddPrimToCount() public method

public AddPrimToCount ( SceneObjectGroup obj ) : void
obj OpenSim.Region.Framework.Scenes.SceneObjectGroup
return void

BasicFullRegionLandBitmap() public method

Full sim land object creation
public BasicFullRegionLandBitmap ( ) : ].bool[
return ].bool[

ContainsPoint() public method

Checks to see if this land object contains a point
public ContainsPoint ( int x, int y ) : bool
x int
y int
return bool

Copy() public method

public Copy ( ) : ILandObject
return ILandObject

CreateAccessListArrayByFlag() public method

public CreateAccessListArrayByFlag ( AccessList flag ) : List
flag AccessList
return List

DeedToGroup() public method

public DeedToGroup ( UUID groupID ) : void
groupID UUID
return void

ForceUpdateLandInfo() public method

Update all settings in land such as area, bitmap byte array, etc
public ForceUpdateLandInfo ( ) : void
return void

GetLandBitmap() public method

Gets the land's bitmap manually
public GetLandBitmap ( ) : ].bool[
return ].bool[

GetLandObjectOwners() public method

public GetLandObjectOwners ( ) : int>.Dictionary
return int>.Dictionary

GetParcelMaxPrimCount() public method

public GetParcelMaxPrimCount ( ILandObject thisObject ) : int
thisObject ILandObject
return int

GetSimulatorMaxPrimCount() public method

public GetSimulatorMaxPrimCount ( ILandObject thisObject ) : int
thisObject ILandObject
return int

GetSquareLandBitmap() public method

Used to modify the bitmap between the x and y points. Points use 64 scale
public GetSquareLandBitmap ( int start_x, int start_y, int end_x, int end_y ) : ].bool[
start_x int
start_y int
end_x int
end_y int
return ].bool[

IsBannedFromLand() public method

public IsBannedFromLand ( UUID avatar ) : bool
avatar UUID
return bool

IsEitherBannedOrRestricted() public method

public IsEitherBannedOrRestricted ( UUID avatar ) : bool
avatar UUID
return bool

IsRestrictedFromLand() public method

public IsRestrictedFromLand ( UUID avatar ) : bool
avatar UUID
return bool

LandObject() public method

public LandObject ( UUID owner_id, bool is_group_owned, Scene scene ) : System
owner_id UUID
is_group_owned bool
scene Scene
return System

MergeLandBitmaps() public method

Join the true values of 2 bitmaps together
public MergeLandBitmaps ( bool bitmap_base, bool bitmap_add ) : ].bool[
bitmap_base bool
bitmap_add bool
return ].bool[

ModifyLandBitmapSquare() public method

Change a land bitmap at within a square and set those points to a specific value
public ModifyLandBitmapSquare ( bool land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value ) : ].bool[
land_bitmap bool
start_x int
start_y int
end_x int
end_y int
set_value bool
return ].bool[

RemovePrimFromCount() public method

public RemovePrimFromCount ( SceneObjectGroup obj ) : void
obj SceneObjectGroup
return void

ResetLandPrimCounts() public method

public ResetLandPrimCounts ( ) : void
return void

ReturnLandObjects() public method

public ReturnLandObjects ( uint type, UUID owners, UUID tasks, IClientAPI remote_client ) : void
type uint
owners UUID
tasks UUID
remote_client IClientAPI
return void

ReturnObject() public method

public ReturnObject ( SceneObjectGroup obj ) : void
obj SceneObjectGroup
return void

SendAccessList() public method

public SendAccessList ( UUID agentID, UUID sessionID, uint flags, int sequenceID, IClientAPI remote_client ) : void
agentID UUID
sessionID UUID
flags uint
sequenceID int
remote_client IClientAPI
return void

SendForceObjectSelect() public method

public SendForceObjectSelect ( int local_id, int request_type, List returnIDs, IClientAPI remote_client ) : void
local_id int
request_type int
returnIDs List
remote_client IClientAPI
return void

SendLandObjectOwners() public method

Notify the parcel owner each avatar that owns prims situated on their land. This notification includes aggreagete details such as the number of prims.
public SendLandObjectOwners ( IClientAPI remote_client ) : void
remote_client IClientAPI /// A ///
return void

SendLandProperties() public method

public SendLandProperties ( int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client ) : void
sequence_id int
snap_selection bool
request_result int
remote_client IClientAPI
return void

SendLandUpdateToAvatarsOverMe() public method

public SendLandUpdateToAvatarsOverMe ( ) : void
return void

SendLandUpdateToAvatarsOverMe() public method

public SendLandUpdateToAvatarsOverMe ( bool snap_selection ) : void
snap_selection bool
return void

SendLandUpdateToClient() public method

public SendLandUpdateToClient ( IClientAPI remote_client ) : void
remote_client IClientAPI
return void

SendLandUpdateToClient() public method

public SendLandUpdateToClient ( bool snap_selection, IClientAPI remote_client ) : void
snap_selection bool
remote_client IClientAPI
return void

SetLandBitmap() public method

Sets the land's bitmap manually
public SetLandBitmap ( bool bitmap ) : void
bitmap bool 64x64 block representing where this land is on a map
return void

SetLandBitmapFromByteArray() public method

public SetLandBitmapFromByteArray ( ) : void
return void

SetMediaUrl() public method

Set the media url for this land parcel
public SetMediaUrl ( string url ) : void
url string
return void

SetMusicUrl() public method

Set the music url for this land parcel
public SetMusicUrl ( string url ) : void
url string
return void

SetParcelObjectMaxOverride() public method

public SetParcelObjectMaxOverride ( overrideParcelMaxPrimCountDelegate overrideDel ) : void
overrideDel overrideParcelMaxPrimCountDelegate
return void

SetSimulatorObjectMaxOverride() public method

public SetSimulatorObjectMaxOverride ( overrideSimulatorMaxPrimCountDelegate overrideDel ) : void
overrideDel overrideSimulatorMaxPrimCountDelegate
return void

UpdateAccessList() public method

public UpdateAccessList ( uint flags, List entries, IClientAPI remote_client ) : void
flags uint
entries List
remote_client IClientAPI
return void

UpdateLandBitmapByteArray() public method

public UpdateLandBitmapByteArray ( ) : void
return void

UpdateLandProperties() public method

public UpdateLandProperties ( LandUpdateArgs args, IClientAPI remote_client ) : void
args LandUpdateArgs
remote_client IClientAPI
return void

UpdateLandSold() public method

public UpdateLandSold ( UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area ) : void
avatarID UUID
groupID UUID
groupOwned bool
AuctionID uint
claimprice int
area int
return void

Property Details

m_landData protected property

protected LandData m_landData
return LandData

m_scene protected property

protected Scene m_scene
return Scene

primsOverMe protected property

protected List primsOverMe
return List