undo previous changes
add a GetGroupByPrim() method to Scene.cs delete a redundant method0.6.8-post-fixes
parent
e7d0aa75ba
commit
2e24415077
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@ -803,20 +803,6 @@ namespace OpenSim.Region.Framework.Scenes
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InventoryService.DeleteFolders(remoteClient.AgentId, folderIDs);
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}
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private SceneObjectGroup GetGroupByPrim(uint localID)
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{
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup) ent).HasChildPrim(localID))
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return (SceneObjectGroup) ent;
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}
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}
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return null;
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}
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/// <summary>
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/// Send the details of a prim's inventory to the client.
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@ -4383,6 +4383,16 @@ namespace OpenSim.Region.Framework.Scenes
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return m_sceneGraph.GetSceneObjectPart(fullID);
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}
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/// <summary>
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/// Get a scene object group that contains the prim with the given local id
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/// </summary>
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/// <param name="localID"></param>
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/// <returns>null if no scene object group containing that prim is found</returns>
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public SceneObjectGroup GetGroupByPrim(uint localID)
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{
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return m_sceneGraph.GetGroupByPrim(localID);
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}
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public bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
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{
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return m_sceneGraph.TryGetAvatar(avatarId, out avatar);
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@ -928,7 +928,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="fullID"></param>
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/// <returns>null if no scene object group containing that prim is found</returns>
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public SceneObjectGroup GetGroupByPrim(UUID fullID)
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private SceneObjectGroup GetGroupByPrim(UUID fullID)
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{
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SceneObjectGroup sog;
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lock (SceneObjectGroupsByFullID)
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@ -3907,7 +3907,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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group = Scene.SceneGraph.GetGroupByPrim(data.localID);
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group = Scene.GetGroupByPrim(data.localID);
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if (group != null)
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return GetSOGUpdatePriority(group);
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}
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