Add a version of GetGroupByPrim to Scene which accepts UUID instead of localID

iar_mods
Dan Lake 2012-01-19 02:53:21 -08:00
parent f8079bcd72
commit 2c6272d11a
2 changed files with 12 additions and 1 deletions

View File

@ -4296,6 +4296,16 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGraph.GetGroupByPrim(localID); return m_sceneGraph.GetGroupByPrim(localID);
} }
/// <summary>
/// Get a scene object group that contains the prim with the given uuid
/// </summary>
/// <param name="fullID"></param>
/// <returns>null if no scene object group containing that prim is found</returns>
public SceneObjectGroup GetGroupByPrim(UUID fullID)
{
return m_sceneGraph.GetGroupByPrim(fullID);
}
public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp) public override bool TryGetScenePresence(UUID agentID, out ScenePresence sp)
{ {
return m_sceneGraph.TryGetScenePresence(agentID, out sp); return m_sceneGraph.TryGetScenePresence(agentID, out sp);

View File

@ -311,6 +311,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
/// ///
/// This method does not send updates to the client - callers need to handle this themselves. /// This method does not send updates to the client - callers need to handle this themselves.
/// Caller should also trigger EventManager.TriggerObjectAddedToScene
/// <param name="sceneObject"></param> /// <param name="sceneObject"></param>
/// <param name="attachToBackup"></param> /// <param name="attachToBackup"></param>
/// <param name="pos">Position of the object. If null then the position stored in the object is used.</param> /// <param name="pos">Position of the object. If null then the position stored in the object is used.</param>
@ -925,7 +926,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
/// <param name="fullID"></param> /// <param name="fullID"></param>
/// <returns>null if no scene object group containing that prim is found</returns> /// <returns>null if no scene object group containing that prim is found</returns>
private SceneObjectGroup GetGroupByPrim(UUID fullID) public SceneObjectGroup GetGroupByPrim(UUID fullID)
{ {
SceneObjectGroup sog; SceneObjectGroup sog;
lock (SceneObjectGroupsByFullPartID) lock (SceneObjectGroupsByFullPartID)