Fixed an unwanted warning that a point in space is not covered by any script engine,

when there is no remote script engine running but that the main Scene is running a
    script engine locally.

    Fixed BroadcastToCM in RegionSyncServer.cs.
dsg
hliu19 2010-10-05 11:27:36 -07:00
parent 32b9a8d78d
commit a9608ba49a
2 changed files with 12 additions and 11 deletions

View File

@ -200,7 +200,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_log.Debug("SOG " + sog.UUID); //m_log.Debug("SOG " + sog.UUID);
RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.NewObject, sogxml); //RegionSyncMessage rsm = new RegionSyncMessage(RegionSyncMessage.MsgType.NewObject, sogxml);
RegionSyncMessage rsm = new RegionSyncMessage(msgType, sogxml);
Broadcast(rsm); Broadcast(rsm);
} }

View File

@ -356,10 +356,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{ {
seConnector.SendObjectUpdate(msgType, sog); seConnector.SendObjectUpdate(msgType, sog);
} }
else
{
m_log.Warn(LogHeader + sog.AbsolutePosition.ToString() + " not covered by any script engine");
}
} }
//This is to send a message, rsm, to script engine, and the message is about object SOG. E.g. RemovedObject //This is to send a message, rsm, to script engine, and the message is about object SOG. E.g. RemovedObject
@ -370,16 +366,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{ {
seConnector.Send(rsm); seConnector.Send(rsm);
} }
else
{
m_log.Warn(LogHeader + sog.AbsolutePosition.ToString() + " not covered by any script engine");
}
} }
private SceneToScriptEngineConnector GetSceneToSEConnector(SceneObjectGroup sog) private SceneToScriptEngineConnector GetSceneToSEConnector(SceneObjectGroup sog)
{ {
if (sog==null) if (m_scriptEngineConnectors.Count == 0)
return null;
if (sog == null)
{ {
return m_scriptEngineConnectors[0]; return m_scriptEngineConnectors[0];
} }
@ -389,6 +383,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//TO FINISH: Map the object to a quark first, then map the quark to SceneToSEConnector //TO FINISH: Map the object to a quark first, then map the quark to SceneToSEConnector
string quarkID = RegionSyncUtil.GetQuarkIDByPosition(sog.AbsolutePosition); string quarkID = RegionSyncUtil.GetQuarkIDByPosition(sog.AbsolutePosition);
SceneToScriptEngineConnector seConnector = m_quarksInScene[quarkID].SEConnector; SceneToScriptEngineConnector seConnector = m_quarksInScene[quarkID].SEConnector;
if (seConnector == null)
{
m_log.Warn(LogHeader + sog.AbsolutePosition.ToString() + " not covered by any script engine");
}
return seConnector; return seConnector;
} }