C# 클래스 Universe.Modules.Land.ParcelManagementModule

상속: INonSharedRegionModule, IParcelManagementModule
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe

보호된 프로퍼티들

프로퍼티 타입 설명
m_returns ReturnInfo>.Dictionary

공개 메소드들

메소드 설명
AddLandObject ( ILandObject land ) : ILandObject

Adds a land object to the stored list and adds them to the landIDList to what they own

AddRegion ( IScene scene ) : void
AddReturns ( UUID agentID, string objectName, System.Vector3 location, string reason, List groups ) : void

Return object to avatar Message

AllParcels ( ) : List
CheckEnteringNewParcel ( IScenePresence avatar ) : void
CheckEnteringNewParcel ( IScenePresence avatar, ILandObject over ) : void
ClearAllParcels ( ) : void

Resets the sim to have no land objects

ClientOnParcelAbandonRequest ( int local_id, IClientAPI remote_client ) : void
ClientOnParcelAccessListRequest ( UUID agentID, UUID sessionID, uint flags, int sequenceID, int landLocalID, IClientAPI remote_client ) : void
ClientOnParcelAccessUpdateListRequest ( UUID agentID, UUID sessionID, uint flags, int landLocalID, List entries, IClientAPI remote_client ) : void
ClientOnParcelDeedToGroup ( int parcelLocalID, UUID groupID, IClientAPI remote_client ) : void
ClientOnParcelDivideRequest ( int west, int south, int east, int north, IClientAPI remote_client ) : void
ClientOnParcelDwellRequest ( int localID, IClientAPI remoteClient ) : void
ClientOnParcelEjectUser ( IClientAPI client, UUID parcelowner, uint flags, UUID target ) : void
ClientOnParcelFreezeUser ( IClientAPI client, UUID parcelowner, uint flags, UUID target ) : void
ClientOnParcelGodForceOwner ( int local_id, UUID ownerID, IClientAPI remote_client ) : void
ClientOnParcelInfoRequest ( IClientAPI remoteClient, UUID parcelID ) : void
ClientOnParcelJoinRequest ( int west, int south, int east, int north, IClientAPI remote_client ) : void
ClientOnParcelObjectOwnerRequest ( int local_id, IClientAPI remote_client ) : void
ClientOnParcelPropertiesRequest ( int start_x, int start_y, int end_x, int end_y, int sequence_id, bool snap_selection, IClientAPI remote_client ) : void
ClientOnParcelPropertiesUpdateRequest ( LandUpdateArgs args, int localID, IClientAPI remote_client ) : void
ClientOnParcelReclaim ( int local_id, IClientAPI remote_client ) : void
ClientOnParcelSelectObjects ( int local_id, int request_type, List returnIDs, IClientAPI remote_client ) : void
Close ( ) : void
DisableObjectsInParcel ( int localID, uint returnType, UUID agentIDs, UUID taskIDs, IClientAPI remoteClient ) : void
DoSearchUpdate ( ) : void
EventManagerOnAvatarEnteringNewParcel ( IScenePresence avatar, ILandObject oldParcel ) : void
EventManagerOnIncomingLandDataFromStorage ( List data, System.Vector2 parcelOffset ) : void
EventManagerOnNewClient ( IClientAPI client ) : void
EventManagerOnSignificantClientMovement ( IScenePresence sp ) : void
EventManagerOnSignificantObjectMovement ( ISceneEntity group ) : void
EventManagerOnValidateLandBuy ( EventManager e ) : bool
EventManager_OnFrame ( ) : void
EventManager_OnStartupComplete ( IScene scene, List data ) : void
GetLandObject ( UUID globalID ) : ILandObject
GetLandObject ( float x, float y ) : ILandObject
GetLandObject ( int parcelLocalID ) : ILandObject
GetLandObject ( int x, int y ) : ILandObject
GetNearestAllowedParcel ( UUID avatarId, float x, float y ) : ILandObject
GetNearestAllowedPosition ( IScenePresence avatar ) : System.Vector3
GetNearestRegionEdgePosition ( IScenePresence avatar ) : System.Vector3
GetParcelCenterAtGround ( ILandObject parcel ) : System.Vector3
IncomingLandDataFromOAR ( List data, bool merge, System.Vector2 parcelOffset ) : void
Initialize ( IConfigSource source ) : void
Join ( int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id ) : void

Join 2 land objects together

MergeLandBitmaps ( int masterLocalID, int slaveLocalID ) : void
ModifyLandBitmapSquare ( int start_x, int start_y, int end_x, int end_y, ILandObject landObject ) : void
ModifyLandBitmapSquare ( int start_x, int start_y, int end_x, int end_y, int localIDToSet ) : void

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

OnClosingClient ( IClientAPI client ) : void
ParcelBuyPass ( IClientAPI client, UUID agentID, int parcelLocalID ) : void
ParcelsNearPoint ( System.Vector3 position ) : List
PreprocessIncomingLandObjectFromStorage ( LandData data, System.Vector2 parcelOffset ) : bool
ProcessParcelBuy ( UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated ) : void
ReclaimParcels ( UUID oldOwnerID, UUID newOwnerID ) : void

Reclaims (resets) parcel ownership.

RegionLoaded ( IScene scene ) : void
RemoveLandObject ( int local_id ) : void

Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList

RemoveRegion ( IScene scene ) : void
ResetRezzedObjectTime ( ILandObject land ) : void
ResetSimLandObjects ( ) : ILandObject

Resets the sim to the default land object (full sim piece of land owned by the default user)

ReturnObjectsInParcel ( int localID, uint returnType, UUID agentIDs, UUID taskIDs, IClientAPI remoteClient ) : void
SendOutNearestBanLine ( IScenePresence sp, ILandObject ourLandObject ) : void
SendParcelOverlay ( IClientAPI remote_client ) : void

Where we send the ParcelOverlay packet to the client

SendYouAreBannedNotice ( IScenePresence avatar ) : void
SendYouAreRestrictedNotice ( IScenePresence avatar ) : void
SetParcelOtherCleanTime ( IClientAPI remoteClient, int localID, int otherCleanTime ) : void
Subdivide ( int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id ) : void

Subdivides a piece of land

UpdateAllParcelBitmaps ( ) : void

Rebuilds all of the parcel's bitmaps so that they are correct for saving and sending to clients

UpdateDirectoryTimerElapsed ( object sender, System.Timers.ElapsedEventArgs e ) : void
UpdateLandObject ( ILandObject lo ) : void
UpdateParcelBitmap ( ILandObject lo ) : void
client_OnGodlikeMessage ( IClientAPI client, UUID requester, string Method, List Parameter ) : void
client_OnParcelGodMark ( IClientAPI client, UUID agentID, int ParcelLocalID ) : void
moneyModule_OnUserDidNotPay ( UUID agentID, string identifier, string paymentTextThatFailed ) : void

보호된 메소드들

메소드 설명
AddLandObject ( ILandObject land, bool incomingFromDatabase ) : ILandObject
CheckFrameEvents ( ) : void

This deals with sending the return IMs as well as actually returning the objects

CheckPrimForAutoReturnObjects ( ) : void
CheckPrimForTemporaryObjects ( ) : void
UpdateLandObjectsInSearch ( ) : void

비공개 메소드들

메소드 설명
EventManagerOnRegisterCaps ( UUID agentID, IHttpServer server ) : OSDMap
GetNearestPointInParcelAlongDirectionFromPoint ( System.Vector3 pos, System.Vector3 direction, ILandObject parcel ) : Vector3?
GetParcelCenter ( ILandObject parcel ) : System.Vector2
GetParcelDistancefromPoint ( ILandObject parcel, float x, float y ) : float
GetPositionAtAvatarHeightOrGroundHeight ( IScenePresence avatar, float x, float y ) : System.Vector3
GetPositionAtGround ( float x, float y ) : System.Vector3
ProcessParcelMediaURLFilterList ( Stream request, UUID agentID ) : byte[]
ProcessPropertiesUpdate ( Stream request, UUID agentID ) : byte[]
RemoteParcelRequest ( Stream request, UUID agentID ) : byte[]
SetLandBitmapFromByteArray ( ILandObject parcel, bool forceSet, System.Vector2 offsetOfParcel ) : bool
UniverseEventManager_OnGenericEvent ( string functionName, object parameters ) : object
moneyModule_OnCheckWhetherUserShouldPay ( UUID agentID, string paymentTextThatFailed ) : bool

메소드 상세

AddLandObject() 공개 메소드

Adds a land object to the stored list and adds them to the landIDList to what they own
public AddLandObject ( ILandObject land ) : ILandObject
land ILandObject The land object being added
리턴 ILandObject

AddLandObject() 보호된 메소드

protected AddLandObject ( ILandObject land, bool incomingFromDatabase ) : ILandObject
land ILandObject
incomingFromDatabase bool
리턴 ILandObject

AddRegion() 공개 메소드

public AddRegion ( IScene scene ) : void
scene IScene
리턴 void

AddReturns() 공개 메소드

Return object to avatar Message
public AddReturns ( UUID agentID, string objectName, System.Vector3 location, string reason, List groups ) : void
agentID UUID Avatar Unique Id
objectName string Name of object returned
location System.Vector3 Location of object returned
reason string Reason for object return
groups List The objects to return
리턴 void

AllParcels() 공개 메소드

public AllParcels ( ) : List
리턴 List

CheckEnteringNewParcel() 공개 메소드

public CheckEnteringNewParcel ( IScenePresence avatar ) : void
avatar IScenePresence
리턴 void

CheckEnteringNewParcel() 공개 메소드

public CheckEnteringNewParcel ( IScenePresence avatar, ILandObject over ) : void
avatar IScenePresence
over ILandObject
리턴 void

CheckFrameEvents() 보호된 메소드

This deals with sending the return IMs as well as actually returning the objects
protected CheckFrameEvents ( ) : void
리턴 void

CheckPrimForAutoReturnObjects() 보호된 메소드

protected CheckPrimForAutoReturnObjects ( ) : void
리턴 void

CheckPrimForTemporaryObjects() 보호된 메소드

protected CheckPrimForTemporaryObjects ( ) : void
리턴 void

ClearAllParcels() 공개 메소드

Resets the sim to have no land objects
public ClearAllParcels ( ) : void
리턴 void

ClientOnParcelAbandonRequest() 공개 메소드

public ClientOnParcelAbandonRequest ( int local_id, IClientAPI remote_client ) : void
local_id int
remote_client IClientAPI
리턴 void

ClientOnParcelAccessListRequest() 공개 메소드

public ClientOnParcelAccessListRequest ( UUID agentID, UUID sessionID, uint flags, int sequenceID, int landLocalID, IClientAPI remote_client ) : void
agentID UUID
sessionID UUID
flags uint
sequenceID int
landLocalID int
remote_client IClientAPI
리턴 void

ClientOnParcelAccessUpdateListRequest() 공개 메소드

public ClientOnParcelAccessUpdateListRequest ( UUID agentID, UUID sessionID, uint flags, int landLocalID, List entries, IClientAPI remote_client ) : void
agentID UUID
sessionID UUID
flags uint
landLocalID int
entries List
remote_client IClientAPI
리턴 void

ClientOnParcelDeedToGroup() 공개 메소드

public ClientOnParcelDeedToGroup ( int parcelLocalID, UUID groupID, IClientAPI remote_client ) : void
parcelLocalID int
groupID UUID
remote_client IClientAPI
리턴 void

ClientOnParcelDivideRequest() 공개 메소드

public ClientOnParcelDivideRequest ( int west, int south, int east, int north, IClientAPI remote_client ) : void
west int
south int
east int
north int
remote_client IClientAPI
리턴 void

ClientOnParcelDwellRequest() 공개 메소드

public ClientOnParcelDwellRequest ( int localID, IClientAPI remoteClient ) : void
localID int
remoteClient IClientAPI
리턴 void

ClientOnParcelEjectUser() 공개 메소드

public ClientOnParcelEjectUser ( IClientAPI client, UUID parcelowner, uint flags, UUID target ) : void
client IClientAPI
parcelowner UUID
flags uint
target UUID
리턴 void

ClientOnParcelFreezeUser() 공개 메소드

public ClientOnParcelFreezeUser ( IClientAPI client, UUID parcelowner, uint flags, UUID target ) : void
client IClientAPI
parcelowner UUID
flags uint
target UUID
리턴 void

ClientOnParcelGodForceOwner() 공개 메소드

public ClientOnParcelGodForceOwner ( int local_id, UUID ownerID, IClientAPI remote_client ) : void
local_id int
ownerID UUID
remote_client IClientAPI
리턴 void

ClientOnParcelInfoRequest() 공개 메소드

public ClientOnParcelInfoRequest ( IClientAPI remoteClient, UUID parcelID ) : void
remoteClient IClientAPI
parcelID UUID
리턴 void

ClientOnParcelJoinRequest() 공개 메소드

public ClientOnParcelJoinRequest ( int west, int south, int east, int north, IClientAPI remote_client ) : void
west int
south int
east int
north int
remote_client IClientAPI
리턴 void

ClientOnParcelObjectOwnerRequest() 공개 메소드

public ClientOnParcelObjectOwnerRequest ( int local_id, IClientAPI remote_client ) : void
local_id int
remote_client IClientAPI
리턴 void

ClientOnParcelPropertiesRequest() 공개 메소드

public ClientOnParcelPropertiesRequest ( int start_x, int start_y, int end_x, int end_y, int sequence_id, bool snap_selection, IClientAPI remote_client ) : void
start_x int
start_y int
end_x int
end_y int
sequence_id int
snap_selection bool
remote_client IClientAPI
리턴 void

ClientOnParcelPropertiesUpdateRequest() 공개 메소드

public ClientOnParcelPropertiesUpdateRequest ( LandUpdateArgs args, int localID, IClientAPI remote_client ) : void
args Universe.Framework.ClientInterfaces.LandUpdateArgs
localID int
remote_client IClientAPI
리턴 void

ClientOnParcelReclaim() 공개 메소드

public ClientOnParcelReclaim ( int local_id, IClientAPI remote_client ) : void
local_id int
remote_client IClientAPI
리턴 void

ClientOnParcelSelectObjects() 공개 메소드

public ClientOnParcelSelectObjects ( int local_id, int request_type, List returnIDs, IClientAPI remote_client ) : void
local_id int
request_type int
returnIDs List
remote_client IClientAPI
리턴 void

Close() 공개 메소드

public Close ( ) : void
리턴 void

DisableObjectsInParcel() 공개 메소드

public DisableObjectsInParcel ( int localID, uint returnType, UUID agentIDs, UUID taskIDs, IClientAPI remoteClient ) : void
localID int
returnType uint
agentIDs UUID
taskIDs UUID
remoteClient IClientAPI
리턴 void

DoSearchUpdate() 공개 메소드

public DoSearchUpdate ( ) : void
리턴 void

EventManagerOnAvatarEnteringNewParcel() 공개 메소드

public EventManagerOnAvatarEnteringNewParcel ( IScenePresence avatar, ILandObject oldParcel ) : void
avatar IScenePresence
oldParcel ILandObject
리턴 void

EventManagerOnIncomingLandDataFromStorage() 공개 메소드

public EventManagerOnIncomingLandDataFromStorage ( List data, System.Vector2 parcelOffset ) : void
data List
parcelOffset System.Vector2
리턴 void

EventManagerOnNewClient() 공개 메소드

public EventManagerOnNewClient ( IClientAPI client ) : void
client IClientAPI
리턴 void

EventManagerOnSignificantClientMovement() 공개 메소드

public EventManagerOnSignificantClientMovement ( IScenePresence sp ) : void
sp IScenePresence
리턴 void

EventManagerOnSignificantObjectMovement() 공개 메소드

public EventManagerOnSignificantObjectMovement ( ISceneEntity group ) : void
group ISceneEntity
리턴 void

EventManagerOnValidateLandBuy() 공개 메소드

public EventManagerOnValidateLandBuy ( EventManager e ) : bool
e Universe.Framework.SceneInfo.EventManager
리턴 bool

EventManager_OnFrame() 공개 메소드

public EventManager_OnFrame ( ) : void
리턴 void

EventManager_OnStartupComplete() 공개 메소드

public EventManager_OnStartupComplete ( IScene scene, List data ) : void
scene IScene
data List
리턴 void

GetLandObject() 공개 메소드

public GetLandObject ( UUID globalID ) : ILandObject
globalID UUID
리턴 ILandObject

GetLandObject() 공개 메소드

public GetLandObject ( float x, float y ) : ILandObject
x float
y float
리턴 ILandObject

GetLandObject() 공개 메소드

public GetLandObject ( int parcelLocalID ) : ILandObject
parcelLocalID int
리턴 ILandObject

GetLandObject() 공개 메소드

public GetLandObject ( int x, int y ) : ILandObject
x int
y int
리턴 ILandObject

GetNearestAllowedParcel() 공개 메소드

public GetNearestAllowedParcel ( UUID avatarId, float x, float y ) : ILandObject
avatarId UUID
x float
y float
리턴 ILandObject

GetNearestAllowedPosition() 공개 메소드

public GetNearestAllowedPosition ( IScenePresence avatar ) : System.Vector3
avatar IScenePresence
리턴 System.Vector3

GetNearestRegionEdgePosition() 공개 메소드

public GetNearestRegionEdgePosition ( IScenePresence avatar ) : System.Vector3
avatar IScenePresence
리턴 System.Vector3

GetParcelCenterAtGround() 공개 메소드

public GetParcelCenterAtGround ( ILandObject parcel ) : System.Vector3
parcel ILandObject
리턴 System.Vector3

IncomingLandDataFromOAR() 공개 메소드

public IncomingLandDataFromOAR ( List data, bool merge, System.Vector2 parcelOffset ) : void
data List
merge bool
parcelOffset System.Vector2
리턴 void

Initialize() 공개 메소드

public Initialize ( IConfigSource source ) : void
source IConfigSource
리턴 void

Join() 공개 메소드

Join 2 land objects together
public Join ( int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id ) : void
start_x int x value in first piece of land
start_y int y value in first piece of land
end_x int x value in second piece of land
end_y int y value in second piece of land
attempting_user_id UUID UUID of the avatar trying to join the land objects
리턴 void

MergeLandBitmaps() 공개 메소드

public MergeLandBitmaps ( int masterLocalID, int slaveLocalID ) : void
masterLocalID int
slaveLocalID int
리턴 void

ModifyLandBitmapSquare() 공개 메소드

public ModifyLandBitmapSquare ( int start_x, int start_y, int end_x, int end_y, ILandObject landObject ) : void
start_x int
start_y int
end_x int
end_y int
landObject ILandObject
리턴 void

ModifyLandBitmapSquare() 공개 메소드

Change a land bitmap at within a square and set those points to a specific value
public ModifyLandBitmapSquare ( int start_x, int start_y, int end_x, int end_y, int localIDToSet ) : void
start_x int
start_y int
end_x int
end_y int
localIDToSet int
리턴 void

OnClosingClient() 공개 메소드

public OnClosingClient ( IClientAPI client ) : void
client IClientAPI
리턴 void

ParcelBuyPass() 공개 메소드

public ParcelBuyPass ( IClientAPI client, UUID agentID, int parcelLocalID ) : void
client IClientAPI
agentID UUID
parcelLocalID int
리턴 void

ParcelsNearPoint() 공개 메소드

public ParcelsNearPoint ( System.Vector3 position ) : List
position System.Vector3
리턴 List

PreprocessIncomingLandObjectFromStorage() 공개 메소드

public PreprocessIncomingLandObjectFromStorage ( LandData data, System.Vector2 parcelOffset ) : bool
data Universe.Framework.SceneInfo.LandData
parcelOffset System.Vector2
리턴 bool

ProcessParcelBuy() 공개 메소드

public ProcessParcelBuy ( UUID agentId, UUID groupId, bool final, bool groupOwned, bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated ) : void
agentId UUID
groupId UUID
final bool
groupOwned bool
removeContribution bool
parcelLocalID int
parcelArea int
parcelPrice int
authenticated bool
리턴 void

ReclaimParcels() 공개 메소드

Reclaims (resets) parcel ownership.
public ReclaimParcels ( UUID oldOwnerID, UUID newOwnerID ) : void
oldOwnerID UUID Old owner
newOwnerID UUID New owner.
리턴 void

RegionLoaded() 공개 메소드

public RegionLoaded ( IScene scene ) : void
scene IScene
리턴 void

RemoveLandObject() 공개 메소드

Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
public RemoveLandObject ( int local_id ) : void
local_id int Land.localID of the piece of land to remove.
리턴 void

RemoveRegion() 공개 메소드

public RemoveRegion ( IScene scene ) : void
scene IScene
리턴 void

ResetRezzedObjectTime() 공개 메소드

public ResetRezzedObjectTime ( ILandObject land ) : void
land ILandObject
리턴 void

ResetSimLandObjects() 공개 메소드

Resets the sim to the default land object (full sim piece of land owned by the default user)
public ResetSimLandObjects ( ) : ILandObject
리턴 ILandObject

ReturnObjectsInParcel() 공개 메소드

public ReturnObjectsInParcel ( int localID, uint returnType, UUID agentIDs, UUID taskIDs, IClientAPI remoteClient ) : void
localID int
returnType uint
agentIDs UUID
taskIDs UUID
remoteClient IClientAPI
리턴 void

SendOutNearestBanLine() 공개 메소드

public SendOutNearestBanLine ( IScenePresence sp, ILandObject ourLandObject ) : void
sp IScenePresence
ourLandObject ILandObject
리턴 void

SendParcelOverlay() 공개 메소드

Where we send the ParcelOverlay packet to the client
public SendParcelOverlay ( IClientAPI remote_client ) : void
remote_client IClientAPI The object representing the client
리턴 void

SendYouAreBannedNotice() 공개 메소드

public SendYouAreBannedNotice ( IScenePresence avatar ) : void
avatar IScenePresence
리턴 void

SendYouAreRestrictedNotice() 공개 메소드

public SendYouAreRestrictedNotice ( IScenePresence avatar ) : void
avatar IScenePresence
리턴 void

SetParcelOtherCleanTime() 공개 메소드

public SetParcelOtherCleanTime ( IClientAPI remoteClient, int localID, int otherCleanTime ) : void
remoteClient IClientAPI
localID int
otherCleanTime int
리턴 void

Subdivide() 공개 메소드

Subdivides a piece of land
public Subdivide ( int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id ) : void
start_x int West Point
start_y int South Point
end_x int East Point
end_y int North Point
attempting_user_id UUID UUID of user who is trying to subdivide
리턴 void

UpdateAllParcelBitmaps() 공개 메소드

Rebuilds all of the parcel's bitmaps so that they are correct for saving and sending to clients
public UpdateAllParcelBitmaps ( ) : void
리턴 void

UpdateDirectoryTimerElapsed() 공개 메소드

public UpdateDirectoryTimerElapsed ( object sender, System.Timers.ElapsedEventArgs e ) : void
sender object
e System.Timers.ElapsedEventArgs
리턴 void

UpdateLandObject() 공개 메소드

public UpdateLandObject ( ILandObject lo ) : void
lo ILandObject
리턴 void

UpdateLandObjectsInSearch() 보호된 메소드

protected UpdateLandObjectsInSearch ( ) : void
리턴 void

UpdateParcelBitmap() 공개 메소드

public UpdateParcelBitmap ( ILandObject lo ) : void
lo ILandObject
리턴 void

client_OnGodlikeMessage() 공개 메소드

public client_OnGodlikeMessage ( IClientAPI client, UUID requester, string Method, List Parameter ) : void
client IClientAPI
requester UUID
Method string
Parameter List
리턴 void

client_OnParcelGodMark() 공개 메소드

public client_OnParcelGodMark ( IClientAPI client, UUID agentID, int ParcelLocalID ) : void
client IClientAPI
agentID UUID
ParcelLocalID int
리턴 void

moneyModule_OnUserDidNotPay() 공개 메소드

public moneyModule_OnUserDidNotPay ( UUID agentID, string identifier, string paymentTextThatFailed ) : void
agentID UUID
identifier string
paymentTextThatFailed string
리턴 void

프로퍼티 상세

m_returns 보호되어 있는 프로퍼티

protected Dictionary m_returns
리턴 ReturnInfo>.Dictionary