C# Класс OpenSim.Region.CoreModules.World.Land.LandManagementModule

Наследование: INonSharedRegionModule
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Защищенные свойства (Protected)

Свойство Тип Описание
m_Dialog IDialogModule
m_groupManager IGroupsModule
m_primCountModule IPrimCountModule
m_userManager IUserManagement

Private Properties

Свойство Тип Описание
AppendParcelReport void
AppendParcelsSummaryReport void
ClientOnParcelDeedToGroup void
ClientOnParcelInfoRequest void
ClientOnSimWideDeletes void
CreateBitmapForID ].bool[
EventManagerOnIncomingLandDataFromStorage void
EventManagerOnNewClient void
EventManagerOnRegisterCaps void
FinalizeLandPrimCountUpdate void
ForceAvatarToPosition void
IncomingLandObjectFromStorage void
OnEndParcelFrozen void
ProcessPropertiesUpdate string
RemoteParcelRequest string
performFinalLandJoin void

Открытые методы

Метод Описание
AddLandObject ( ILandObject land ) : ILandObject

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

AddRegion ( Scene scene ) : void
AllParcels ( ) : List
Clear ( bool setupDefaultParcel ) : void

Clear the scene of all parcels

ClientOnParcelAbandonRequest ( int local_id, IClientAPI remote_client ) : void
ClientOnParcelAccessListRequest ( UUID agentID, UUID sessionID, uint flags, int sequenceID, int landLocalID, IClientAPI remote_client ) : void
ClientOnParcelAccessListUpdateRequest ( UUID agentID, uint flags, int landLocalID, UUID transactionID, int sequenceID, int sections, List entries, IClientAPI remote_client ) : void
ClientOnParcelDivideRequest ( int west, int south, int east, int north, IClientAPI remote_client ) : 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
ClientOnParcelGodMark ( IClientAPI client, UUID god, int landID ) : 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
ClientOnSetHome ( IClientAPI remoteClient, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint flags ) : void

Sets the Home Point. The LoginService uses this to know where to put a user when they log-in

Close ( ) : void
EnforceBans ( ILandObject land, ScenePresence avatar ) : bool
EventMakeChildAgent ( ScenePresence avatar ) : void
EventManagerOnAvatarEnteringNewParcel ( ScenePresence avatar, int localLandID, UUID regionID ) : void
EventManagerOnClientMovement ( ScenePresence avatar ) : void

Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.

EventManagerOnLandBuy ( Object o, EventManager e ) : void
EventManagerOnNoLandDataFromStorage ( ) : void
EventManagerOnObjectBeingRemovedFromScene ( SceneObjectGroup obj ) : void
EventManagerOnParcelPrimCountAdd ( SceneObjectGroup obj ) : void
EventManagerOnParcelPrimCountUpdate ( ) : void
EventManagerOnRequestParcelPrimCountUpdate ( ) : void
EventManagerOnSetAllowedForcefulBan ( bool forceful ) : void
EventManagerOnSignificantClientMovement ( ScenePresence avatar ) : void
EventManagerOnValidateLandBuy ( Object o, EventManager e ) : void
GetLandObject ( float x_float, float y_float ) : ILandObject

Get the land object at the specified point

GetLandObject ( int parcelLocalID ) : ILandObject
GetLandObject ( int x, int y ) : ILandObject
GetLandObject ( int x, int y, bool returnNullIfLandObjectOutsideBounds ) : ILandObject
GetLandObjectClipedXY ( float x, float y ) : ILandObject
Initialise ( 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

ParcelsNearPoint ( Vector3 position ) : List
RegionLoaded ( Scene scene ) : void
RemoveRegion ( Scene scene ) : void
ResetOverMeRecords ( ) : void
ResetSimLandObjects ( ) : void

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

ReturnObject ( SceneObjectGroup obj, IClientAPI client ) : void
ReturnObjectsInParcel ( int localID, uint returnType, UUID agentIDs, UUID taskIDs, IClientAPI remoteClient ) : void
SendLandUpdate ( ScenePresence avatar, ILandObject over ) : void
SendOutNearestBanLine ( IClientAPI client ) : void
SendParcelOverlay ( IClientAPI remote_client ) : void

Send the parcel overlay blocks to the client. We send the overlay packets around a location and limited by the 'parcelLayerViewDistance'. This number is usually 128 and the code is arranged so it sends all the parcel overlay information for a whole region if the region is legacy sized (256x256). If the region is larger, only the parcel layer information is sent around the point specified. This reduces the problem of parcel layer information blocks increasing exponentially as region size increases.

Subdivide ( int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id ) : void

Subdivides a piece of land

UpdateLandObject ( int local_id, LandData data ) : void
UpdateLandProperties ( ILandObject land, LandUpdateArgs args, IClientAPI remote_client ) : 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

sendClientInitialLandInfo ( IClientAPI remoteClient ) : void
setParcelObjectMaxOverride ( overrideParcelMaxPrimCountDelegate overrideDel ) : void
setParcelOtherCleanTime ( IClientAPI remoteClient, int localID, int otherCleanTime ) : void
setSimulatorObjectMaxOverride ( overrideSimulatorMaxPrimCountDelegate overrideDel ) : void

Защищенные методы

Метод Описание
CreateDefaultParcel ( ) : ILandObject

Create a default parcel that spans the entire region and is owned by the estate owner.

HandleClearCommand ( string module, string args ) : void
HandleShowCommand ( string module, string args ) : void
RegisterCommands ( ) : void

Приватные методы

Метод Описание
AppendParcelReport ( System.StringBuilder report, ILandObject lo ) : void
AppendParcelsSummaryReport ( System.StringBuilder report ) : void
ClientOnParcelDeedToGroup ( int parcelLocalID, UUID groupID, IClientAPI remote_client ) : void
ClientOnParcelInfoRequest ( IClientAPI remoteClient, UUID parcelID ) : void
ClientOnSimWideDeletes ( IClientAPI client, UUID agentID, int flags, UUID targetID ) : void
CreateBitmapForID ( int landID ) : ].bool[
EventManagerOnIncomingLandDataFromStorage ( List data ) : void
EventManagerOnNewClient ( IClientAPI client ) : void
EventManagerOnRegisterCaps ( UUID agentID, OpenSim.Framework.Capabilities.Caps caps ) : void
FinalizeLandPrimCountUpdate ( ) : void
ForceAvatarToPosition ( ScenePresence avatar, System.Vector3 position ) : void
IncomingLandObjectFromStorage ( LandData data ) : void
OnEndParcelFrozen ( object avatar ) : void
ProcessPropertiesUpdate ( string request, string path, string param, UUID agentID, OpenSim.Framework.Capabilities.Caps caps ) : string
RemoteParcelRequest ( string request, string path, string param, UUID agentID, OpenSim.Framework.Capabilities.Caps caps ) : string
performFinalLandJoin ( ILandObject master, ILandObject slave ) : void

Описание методов

AddLandObject() публичный Метод

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
Результат ILandObject

AddRegion() публичный Метод

public AddRegion ( Scene scene ) : void
scene OpenSim.Region.Framework.Scenes.Scene
Результат void

AllParcels() публичный Метод

public AllParcels ( ) : List
Результат List

Clear() публичный Метод

Clear the scene of all parcels
public Clear ( bool setupDefaultParcel ) : void
setupDefaultParcel bool
Результат void

ClientOnParcelAbandonRequest() публичный Метод

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

ClientOnParcelAccessListRequest() публичный Метод

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
Результат void

ClientOnParcelAccessListUpdateRequest() публичный Метод

public ClientOnParcelAccessListUpdateRequest ( UUID agentID, uint flags, int landLocalID, UUID transactionID, int sequenceID, int sections, List entries, IClientAPI remote_client ) : void
agentID UUID
flags uint
landLocalID int
transactionID UUID
sequenceID int
sections int
entries List
remote_client IClientAPI
Результат void

ClientOnParcelDivideRequest() публичный Метод

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
Результат void

ClientOnParcelEjectUser() публичный Метод

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

ClientOnParcelFreezeUser() публичный Метод

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

ClientOnParcelGodForceOwner() публичный Метод

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

ClientOnParcelGodMark() публичный Метод

public ClientOnParcelGodMark ( IClientAPI client, UUID god, int landID ) : void
client IClientAPI
god UUID
landID int
Результат void

ClientOnParcelJoinRequest() публичный Метод

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
Результат void

ClientOnParcelObjectOwnerRequest() публичный Метод

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

ClientOnParcelPropertiesRequest() публичный Метод

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
Результат void

ClientOnParcelPropertiesUpdateRequest() публичный Метод

public ClientOnParcelPropertiesUpdateRequest ( LandUpdateArgs args, int localID, IClientAPI remote_client ) : void
args LandUpdateArgs
localID int
remote_client IClientAPI
Результат void

ClientOnParcelReclaim() публичный Метод

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

ClientOnParcelSelectObjects() публичный Метод

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
Результат void

ClientOnSetHome() публичный Метод

Sets the Home Point. The LoginService uses this to know where to put a user when they log-in
public ClientOnSetHome ( IClientAPI remoteClient, ulong regionHandle, System.Vector3 position, System.Vector3 lookAt, uint flags ) : void
remoteClient IClientAPI
regionHandle ulong
position System.Vector3
lookAt System.Vector3
flags uint
Результат void

Close() публичный Метод

public Close ( ) : void
Результат void

CreateDefaultParcel() защищенный Метод

Create a default parcel that spans the entire region and is owned by the estate owner.
protected CreateDefaultParcel ( ) : ILandObject
Результат ILandObject

EnforceBans() публичный Метод

public EnforceBans ( ILandObject land, ScenePresence avatar ) : bool
land ILandObject
avatar OpenSim.Region.Framework.Scenes.ScenePresence
Результат bool

EventMakeChildAgent() публичный Метод

public EventMakeChildAgent ( ScenePresence avatar ) : void
avatar OpenSim.Region.Framework.Scenes.ScenePresence
Результат void

EventManagerOnAvatarEnteringNewParcel() публичный Метод

public EventManagerOnAvatarEnteringNewParcel ( ScenePresence avatar, int localLandID, UUID regionID ) : void
avatar OpenSim.Region.Framework.Scenes.ScenePresence
localLandID int
regionID UUID
Результат void

EventManagerOnClientMovement() публичный Метод

Like handleEventManagerOnSignificantClientMovement, but called with an AgentUpdate regardless of distance.
public EventManagerOnClientMovement ( ScenePresence avatar ) : void
avatar OpenSim.Region.Framework.Scenes.ScenePresence
Результат void

EventManagerOnLandBuy() публичный Метод

public EventManagerOnLandBuy ( Object o, EventManager e ) : void
o Object
e EventManager
Результат void

EventManagerOnNoLandDataFromStorage() публичный Метод

public EventManagerOnNoLandDataFromStorage ( ) : void
Результат void

EventManagerOnObjectBeingRemovedFromScene() публичный Метод

public EventManagerOnObjectBeingRemovedFromScene ( SceneObjectGroup obj ) : void
obj OpenSim.Region.Framework.Scenes.SceneObjectGroup
Результат void

EventManagerOnParcelPrimCountAdd() публичный Метод

public EventManagerOnParcelPrimCountAdd ( SceneObjectGroup obj ) : void
obj OpenSim.Region.Framework.Scenes.SceneObjectGroup
Результат void

EventManagerOnParcelPrimCountUpdate() публичный Метод

public EventManagerOnParcelPrimCountUpdate ( ) : void
Результат void

EventManagerOnRequestParcelPrimCountUpdate() публичный Метод

public EventManagerOnRequestParcelPrimCountUpdate ( ) : void
Результат void

EventManagerOnSetAllowedForcefulBan() публичный Метод

public EventManagerOnSetAllowedForcefulBan ( bool forceful ) : void
forceful bool
Результат void

EventManagerOnSignificantClientMovement() публичный Метод

public EventManagerOnSignificantClientMovement ( ScenePresence avatar ) : void
avatar OpenSim.Region.Framework.Scenes.ScenePresence
Результат void

EventManagerOnValidateLandBuy() публичный Метод

public EventManagerOnValidateLandBuy ( Object o, EventManager e ) : void
o Object
e EventManager
Результат void

GetLandObject() публичный Метод

Get the land object at the specified point
public GetLandObject ( float x_float, float y_float ) : ILandObject
x_float float Value between 0 - 256 on the x axis of the point
y_float float Value between 0 - 256 on the y axis of the point
Результат ILandObject

GetLandObject() публичный Метод

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

GetLandObject() публичный Метод

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

GetLandObject() публичный Метод

public GetLandObject ( int x, int y, bool returnNullIfLandObjectOutsideBounds ) : ILandObject
x int
y int
returnNullIfLandObjectOutsideBounds bool
Результат ILandObject

GetLandObjectClipedXY() публичный Метод

public GetLandObjectClipedXY ( float x, float y ) : ILandObject
x float
y float
Результат ILandObject

HandleClearCommand() защищенный Метод

protected HandleClearCommand ( string module, string args ) : void
module string
args string
Результат void

HandleShowCommand() защищенный Метод

protected HandleShowCommand ( string module, string args ) : void
module string
args string
Результат void

Initialise() публичный Метод

public Initialise ( IConfigSource source ) : void
source IConfigSource
Результат void

Join() публичный Метод

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 start x of selection area
start_y int start y of selection area
end_x int end x of selection area
end_y int end y of selection area
attempting_user_id UUID UUID of the avatar trying to join the land objects
Результат void

ParcelsNearPoint() публичный Метод

public ParcelsNearPoint ( Vector3 position ) : List
position Vector3
Результат List

RegionLoaded() публичный Метод

public RegionLoaded ( Scene scene ) : void
scene Scene
Результат void

RegisterCommands() защищенный Метод

protected RegisterCommands ( ) : void
Результат void

RemoveRegion() публичный Метод

public RemoveRegion ( Scene scene ) : void
scene Scene
Результат void

ResetOverMeRecords() публичный Метод

public ResetOverMeRecords ( ) : void
Результат void

ResetSimLandObjects() публичный Метод

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

ReturnObject() публичный Метод

public ReturnObject ( SceneObjectGroup obj, IClientAPI client ) : void
obj SceneObjectGroup
client IClientAPI
Результат void

ReturnObjectsInParcel() публичный Метод

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

SendLandUpdate() публичный Метод

public SendLandUpdate ( ScenePresence avatar, ILandObject over ) : void
avatar ScenePresence
over ILandObject
Результат void

SendOutNearestBanLine() публичный Метод

public SendOutNearestBanLine ( IClientAPI client ) : void
client IClientAPI
Результат void

SendParcelOverlay() публичный Метод

Send the parcel overlay blocks to the client. We send the overlay packets around a location and limited by the 'parcelLayerViewDistance'. This number is usually 128 and the code is arranged so it sends all the parcel overlay information for a whole region if the region is legacy sized (256x256). If the region is larger, only the parcel layer information is sent around the point specified. This reduces the problem of parcel layer information blocks increasing exponentially as region size increases.
public SendParcelOverlay ( IClientAPI remote_client ) : void
remote_client IClientAPI The object representing the client
Результат void

Subdivide() публичный Метод

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
Результат void

UpdateLandObject() публичный Метод

public UpdateLandObject ( int local_id, LandData data ) : void
local_id int
data LandData
Результат void

UpdateLandProperties() публичный Метод

public UpdateLandProperties ( ILandObject land, LandUpdateArgs args, IClientAPI remote_client ) : void
land ILandObject
args LandUpdateArgs
remote_client IClientAPI
Результат void

removeLandObject() публичный Метод

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 peice of land to remove.
Результат void

sendClientInitialLandInfo() публичный Метод

public sendClientInitialLandInfo ( IClientAPI remoteClient ) : void
remoteClient IClientAPI
Результат void

setParcelObjectMaxOverride() публичный Метод

public setParcelObjectMaxOverride ( overrideParcelMaxPrimCountDelegate overrideDel ) : void
overrideDel overrideParcelMaxPrimCountDelegate
Результат void

setParcelOtherCleanTime() публичный Метод

public setParcelOtherCleanTime ( IClientAPI remoteClient, int localID, int otherCleanTime ) : void
remoteClient IClientAPI
localID int
otherCleanTime int
Результат void

setSimulatorObjectMaxOverride() публичный Метод

public setSimulatorObjectMaxOverride ( overrideSimulatorMaxPrimCountDelegate overrideDel ) : void
overrideDel overrideSimulatorMaxPrimCountDelegate
Результат void

Описание свойств

m_Dialog защищенное свойство

protected IDialogModule m_Dialog
Результат IDialogModule

m_groupManager защищенное свойство

protected IGroupsModule m_groupManager
Результат IGroupsModule

m_primCountModule защищенное свойство

protected IPrimCountModule m_primCountModule
Результат IPrimCountModule

m_userManager защищенное свойство

protected IUserManagement m_userManager
Результат IUserManagement