refactor: chain two ScenePresence constructors together to eliminate common code. No functional changes
parent
16467f6654
commit
0a084a31e9
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@ -5190,6 +5190,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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ScriptDialogReplyPacket rdialog = (ScriptDialogReplyPacket)Pack;
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ScriptDialogReplyPacket rdialog = (ScriptDialogReplyPacket)Pack;
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//m_log.DebugFormat("[CLIENT]: Received ScriptDialogReply from {0}", rdialog.Data.ObjectID);
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#region Packet Session and User Check
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#region Packet Session and User Check
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if (m_checkPackets)
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if (m_checkPackets)
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{
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{
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@ -5210,7 +5212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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args.Type = ChatTypeEnum.Shout;
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args.Type = ChatTypeEnum.Shout;
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args.Position = new Vector3();
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args.Position = new Vector3();
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args.Scene = Scene;
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args.Scene = Scene;
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args.Sender = this;
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args.Sender = this;
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ChatMessage handlerChatFromClient2 = OnChatFromClient;
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ChatMessage handlerChatFromClient2 = OnChatFromClient;
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if (handlerChatFromClient2 != null)
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if (handlerChatFromClient2 != null)
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handlerChatFromClient2(this, args);
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handlerChatFromClient2(this, args);
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@ -104,6 +104,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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protected ScenePresenceAnimator m_animator;
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protected ScenePresenceAnimator m_animator;
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protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
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private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
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private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
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private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
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private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
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private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
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private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
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@ -215,9 +217,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Agent's Draw distance.
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// Agent's Draw distance.
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protected float m_DrawDistance;
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protected float m_DrawDistance;
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protected AvatarAppearance m_appearance;
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protected AvatarAppearance m_appearance;
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protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
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// neighbouring regions we have enabled a child agent in
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// neighbouring regions we have enabled a child agent in
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// holds the seed cap for the child agent in that region
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// holds the seed cap for the child agent in that region
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@ -630,12 +630,16 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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#endregion
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#region Constructor(s)
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#region Constructor(s)
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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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public ScenePresence()
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{
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{
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m_animator = new ScenePresenceAnimator(this);
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m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
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m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
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CreateSceneViewer();
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CreateSceneViewer();
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m_animator = new ScenePresenceAnimator(this);
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}
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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
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{
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m_rootRegionHandle = reginfo.RegionHandle;
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m_rootRegionHandle = reginfo.RegionHandle;
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m_controllingClient = client;
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m_controllingClient = client;
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m_firstname = m_controllingClient.FirstName;
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m_firstname = m_controllingClient.FirstName;
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@ -659,7 +663,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
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m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
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m_reprioritization_timer.AutoReset = false;
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m_reprioritization_timer.AutoReset = false;
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AdjustKnownSeeds();
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AdjustKnownSeeds();
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// TODO: I think, this won't send anything, as we are still a child here...
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// TODO: I think, this won't send anything, as we are still a child here...
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@ -3321,13 +3324,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_animator = null;
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m_animator = null;
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}
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}
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public ScenePresence()
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{
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m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
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CreateSceneViewer();
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m_animator = new ScenePresenceAnimator(this);
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}
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public void AddAttachment(SceneObjectGroup gobj)
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public void AddAttachment(SceneObjectGroup gobj)
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{
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{
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lock (m_attachments)
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lock (m_attachments)
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