* Renamed and encapsulated m_sceneGraph as SceneGraph for ccc

GenericGridServerConcept
lbsa71 2009-02-20 17:18:07 +00:00
parent 2e095f5727
commit 602dafae55
4 changed files with 15 additions and 6 deletions

View File

@ -611,7 +611,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
}
else if (reportType == 0)
{
SceneData = m_scene.m_sceneGraph.GetTopScripts();
SceneData = m_scene.SceneGraph.GetTopScripts();
}
List<LandStatReportItem> SceneReport = new List<LandStatReportItem>();

View File

@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
/// The scene graph for this scene
/// </value>
/// TODO: Possibly stop other classes being able to manipulate this directly.
public SceneGraph m_sceneGraph;
private SceneGraph m_sceneGraph;
/// <summary>
/// Are we applying physics to any of the prims in this scene?
@ -393,6 +393,15 @@ namespace OpenSim.Region.Framework.Scenes
get { return shuttingdown; }
}
/// <value>
/// The scene graph for this scene
/// </value>
/// TODO: Possibly stop other classes being able to manipulate this directly.
public SceneGraph SceneGraph
{
get { return m_sceneGraph; }
}
protected virtual void RegisterDefaultSceneEvents()
{
IDialogModule dm = RequestModuleInterface<IDialogModule>();

View File

@ -1116,13 +1116,13 @@ namespace OpenSim.Region.Framework.Scenes
scriptScore = 0;
scriptScore += (float)count;
SceneGraph d = m_scene.m_sceneGraph;
SceneGraph d = m_scene.SceneGraph;
d.AddToScriptLPS(count);
}
public void AddActiveScriptCount(int count)
{
SceneGraph d = m_scene.m_sceneGraph;
SceneGraph d = m_scene.SceneGraph;
d.AddActiveScripts(count);
}
@ -1858,7 +1858,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene == null) // Need to check here as it's null during object creation
return;
m_scene.m_sceneGraph.AddToUpdateList(this);
m_scene.SceneGraph.AddToUpdateList(this);
}
/// <summary>

View File

@ -261,7 +261,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
scene.SendKillObject(scene.Entities[uuid].LocalId);
scene.m_sceneGraph.DeleteSceneObject(uuid, false);
scene.SceneGraph.DeleteSceneObject(uuid, false);
((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
}
catch(Exception e)