Add IScene.Name for code clarity to replace the RegionInfo.RegionName used in many, many log messages.
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663b0cc681
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70f85af75b
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@ -56,6 +56,11 @@ namespace OpenSim.Framework
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public interface IScene
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{
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/// <summary>
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/// The name of this scene.
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/// </summary>
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string Name { get; }
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RegionInfo RegionInfo { get; }
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RegionStatus RegionStatus { get; set; }
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@ -44,9 +44,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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}
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protected int m_objectNameCallsReceived;
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public MockScene()
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public MockScene() : base(new RegionInfo(1000, 1000, null, null))
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{
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m_regInfo = new RegionInfo(1000, 1000, null, null);
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m_regStatus = RegionStatus.Up;
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}
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@ -599,8 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGridService = sceneGridService;
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m_SimulationDataService = simDataService;
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m_EstateDataService = estateDataService;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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m_regionHandle = RegionInfo.RegionHandle;
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m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
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m_asyncSceneObjectDeleter.Enabled = true;
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@ -615,7 +614,7 @@ namespace OpenSim.Region.Framework.Scenes
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// resave.
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// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
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// region is set up and avoid these gyrations.
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RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID);
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RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID);
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bool updatedTerrainTextures = false;
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if (rs.TerrainTexture1 == UUID.Zero)
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{
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@ -644,10 +643,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (updatedTerrainTextures)
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rs.Save();
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m_regInfo.RegionSettings = rs;
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RegionInfo.RegionSettings = rs;
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if (estateDataService != null)
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m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
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RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
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#endregion Region Settings
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@ -809,7 +808,7 @@ namespace OpenSim.Region.Framework.Scenes
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StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
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}
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public Scene(RegionInfo regInfo)
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public Scene(RegionInfo regInfo) : base(regInfo)
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{
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PhysicalPrims = true;
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CollidablePrims = true;
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@ -836,7 +835,6 @@ namespace OpenSim.Region.Framework.Scenes
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WestBorders.Add(westBorder);
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BordersLocked = false;
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m_regInfo = regInfo;
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m_eventManager = new EventManager();
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m_permissions = new ScenePermissions(this);
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@ -1178,8 +1176,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.Close();
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if (!GridService.DeregisterRegion(m_regInfo.RegionID))
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
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if (!GridService.DeregisterRegion(RegionInfo.RegionID))
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
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// call the base class Close method.
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base.Close();
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@ -1699,14 +1697,14 @@ namespace OpenSim.Region.Framework.Scenes
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public void StoreWindlightProfile(RegionLightShareData wl)
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{
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m_regInfo.WindlightSettings = wl;
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RegionInfo.WindlightSettings = wl;
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SimulationDataService.StoreRegionWindlightSettings(wl);
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m_eventManager.TriggerOnSaveNewWindlightProfile();
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}
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public void LoadWindlightProfile()
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{
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m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
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RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID);
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m_eventManager.TriggerOnSaveNewWindlightProfile();
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}
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@ -2191,7 +2189,7 @@ namespace OpenSim.Region.Framework.Scenes
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ForceSceneObjectBackup(so);
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so.DetachFromBackup();
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SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID);
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SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID);
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}
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// We need to keep track of this state in case this group is still queued for further backup.
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@ -2526,7 +2524,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If the user is banned, we won't let any of their objects
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// enter. Period.
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//
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if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
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if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
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{
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m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
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@ -3703,9 +3701,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (m_regInfo.EstateSettings != null)
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if (RegionInfo.EstateSettings != null)
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{
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if (m_regInfo.EstateSettings.IsBanned(agent.AgentID))
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if (RegionInfo.EstateSettings.IsBanned(agent.AgentID))
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
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agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
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@ -3737,7 +3735,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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bool groupAccess = false;
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UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups;
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UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups;
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if (estateGroups != null)
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{
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@ -3755,8 +3753,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
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}
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if (!m_regInfo.EstateSettings.PublicAccess &&
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!m_regInfo.EstateSettings.HasAccess(agent.AgentID) &&
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if (!RegionInfo.EstateSettings.PublicAccess &&
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!RegionInfo.EstateSettings.HasAccess(agent.AgentID) &&
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!groupAccess)
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate",
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@ -3829,7 +3827,7 @@ namespace OpenSim.Region.Framework.Scenes
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// if (loggingOffUser != null)
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// {
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// UUID localRegionSecret = UUID.Zero;
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// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
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// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
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//
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// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
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// // Will update the user server in a few revisions to use it.
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@ -4048,13 +4046,13 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence sp = GetScenePresence(remoteClient.AgentId);
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if (sp != null)
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{
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uint regionX = m_regInfo.RegionLocX;
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uint regionY = m_regInfo.RegionLocY;
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uint regionX = RegionInfo.RegionLocX;
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uint regionY = RegionInfo.RegionLocY;
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Utils.LongToUInts(regionHandle, out regionX, out regionY);
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int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize;
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int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize;
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int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize;
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int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize;
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position.X += shiftx;
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position.Y += shifty;
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@ -4077,7 +4075,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!result)
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{
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regionHandle = m_regInfo.RegionHandle;
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regionHandle = RegionInfo.RegionHandle;
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}
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else
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{
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@ -4588,7 +4586,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void DeleteFromStorage(UUID uuid)
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{
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SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
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SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
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}
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public int GetHealth()
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@ -5013,7 +5011,7 @@ namespace OpenSim.Region.Framework.Scenes
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IEstateDataService estateDataService = EstateDataService;
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if (estateDataService != null)
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{
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m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
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RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false);
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TriggerEstateSunUpdate();
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}
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}
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@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Scenes
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#region Fields
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public string Name { get { return RegionInfo.RegionName; } }
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public IConfigSource Config
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{
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get { return GetConfig(); }
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@ -146,6 +148,11 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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public SceneBase(RegionInfo regInfo)
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{
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RegionInfo = regInfo;
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}
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#region Update Methods
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/// <summary>
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@ -209,10 +216,7 @@ namespace OpenSim.Region.Framework.Scenes
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///
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/// </summary>
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/// <returns></returns>
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public virtual RegionInfo RegionInfo
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{
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get { return m_regInfo; }
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}
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public virtual RegionInfo RegionInfo { get; private set; }
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#region admin stuff
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