* Renamed and encapsulated m_sceneGraph as SceneGraph for ccc
parent
2e095f5727
commit
602dafae55
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@ -611,7 +611,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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}
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else if (reportType == 0)
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{
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SceneData = m_scene.m_sceneGraph.GetTopScripts();
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SceneData = m_scene.SceneGraph.GetTopScripts();
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}
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List<LandStatReportItem> SceneReport = new List<LandStatReportItem>();
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@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// The scene graph for this scene
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/// </value>
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/// TODO: Possibly stop other classes being able to manipulate this directly.
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public SceneGraph m_sceneGraph;
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private SceneGraph m_sceneGraph;
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/// <summary>
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/// Are we applying physics to any of the prims in this scene?
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@ -393,6 +393,15 @@ namespace OpenSim.Region.Framework.Scenes
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get { return shuttingdown; }
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}
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/// <value>
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/// The scene graph for this scene
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/// </value>
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/// TODO: Possibly stop other classes being able to manipulate this directly.
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public SceneGraph SceneGraph
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{
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get { return m_sceneGraph; }
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}
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protected virtual void RegisterDefaultSceneEvents()
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{
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IDialogModule dm = RequestModuleInterface<IDialogModule>();
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@ -1116,13 +1116,13 @@ namespace OpenSim.Region.Framework.Scenes
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scriptScore = 0;
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scriptScore += (float)count;
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SceneGraph d = m_scene.m_sceneGraph;
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SceneGraph d = m_scene.SceneGraph;
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d.AddToScriptLPS(count);
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}
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public void AddActiveScriptCount(int count)
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{
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SceneGraph d = m_scene.m_sceneGraph;
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SceneGraph d = m_scene.SceneGraph;
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d.AddActiveScripts(count);
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}
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@ -1858,7 +1858,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_scene == null) // Need to check here as it's null during object creation
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return;
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m_scene.m_sceneGraph.AddToUpdateList(this);
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m_scene.SceneGraph.AddToUpdateList(this);
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}
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/// <summary>
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@ -261,7 +261,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.m_sceneGraph.DeleteSceneObject(uuid, false);
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scene.SceneGraph.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
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}
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catch(Exception e)
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