refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims.

remove-scene-viewer
Justin Clark-Casey (justincc) 2011-10-14 01:45:46 +01:00
parent 77c65951e0
commit aa19ccf65c
7 changed files with 15 additions and 8 deletions

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@ -1095,7 +1095,14 @@ namespace OpenSim.Framework
void SetChildAgentThrottle(byte[] throttle); void SetChildAgentThrottle(byte[] throttle);
void SendAvatarDataImmediate(ISceneEntity avatar); void SendAvatarDataImmediate(ISceneEntity avatar);
void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
/// <summary>
/// Send a positional, velocity, etc. update to the viewer for a given entity.
/// </summary>
/// <param name="entity"></param>
/// <param name="updateFlags"></param>
void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags);
void ReprioritizeUpdates(); void ReprioritizeUpdates();
void FlushPrimUpdates(); void FlushPrimUpdates();

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@ -3592,7 +3592,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Generate one of the object update packets based on PrimUpdateFlags /// Generate one of the object update packets based on PrimUpdateFlags
/// and broadcast the packet to clients /// and broadcast the packet to clients
/// </summary> /// </summary>
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{ {
//double priority = m_prioritizer.GetUpdatePriority(this, entity); //double priority = m_prioritizer.GetUpdatePriority(this, entity);
uint priority = m_prioritizer.GetUpdatePriority(this, entity); uint priority = m_prioritizer.GetUpdatePriority(this, entity);

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@ -3017,7 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes
//if (LocalId != ParentGroup.RootPart.LocalId) //if (LocalId != ParentGroup.RootPart.LocalId)
//isattachment = ParentGroup.RootPart.IsAttachment; //isattachment = ParentGroup.RootPart.IsAttachment;
remoteClient.SendPrimUpdate(this, PrimUpdateFlags.FullUpdate); remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
} }
@ -4793,7 +4793,7 @@ namespace OpenSim.Region.Framework.Scenes
// Causes this thread to dig into the Client Thread Data. // Causes this thread to dig into the Client Thread Data.
// Remember your locking here! // Remember your locking here!
remoteClient.SendPrimUpdate( remoteClient.SendEntityUpdate(
this, this,
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);

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@ -2447,7 +2447,7 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
remoteClient.SendPrimUpdate( remoteClient.SendEntityUpdate(
this, this,
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);

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@ -1062,7 +1062,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
} }
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{ {
} }

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@ -640,7 +640,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{ {
} }
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{ {
} }

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@ -645,7 +645,7 @@ namespace OpenSim.Tests.Common.Mock
{ {
} }
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{ {
} }