refactor: rename *ChildAgentDataUpdate() methods to *UpdateChildAgent()
verb-noun is consistent with other similar methods0.7.6-extended
parent
1a55309ea7
commit
d1d4dd547a
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@ -235,7 +235,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// destination.RegionName, destination.RegionID);
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return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData);
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return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData);
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}
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// m_log.DebugFormat(
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@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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return false;
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}
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public bool UpdateAgent(GridRegion destination, AgentPosition cAgentData)
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public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition)
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{
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if (destination == null)
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return false;
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@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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foreach (Scene s in m_scenes.Values)
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{
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// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
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s.IncomingChildAgentDataUpdate(cAgentData);
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s.IncomingUpdateChildAgent(agentPosition);
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}
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//m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate");
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@ -4296,7 +4296,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
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/// Appearance, animations, position, etc.</param>
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/// <returns>true if we handled it.</returns>
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public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
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public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
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{
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m_log.DebugFormat(
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"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
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@ -4330,7 +4330,7 @@ namespace OpenSim.Region.Framework.Scenes
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sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
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}
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sp.ChildAgentDataUpdate(cAgentData);
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sp.UpdateChildAgent(cAgentData);
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int ntimes = 20;
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if (cAgentData.SenderWantsToWaitForRoot)
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@ -4363,7 +4363,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="cAgentData">AgentPosition that contains agent positional data so we can know what to send</param>
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/// <returns>true if we handled it.</returns>
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public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
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public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
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{
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//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
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ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
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@ -4383,7 +4383,7 @@ namespace OpenSim.Region.Framework.Scenes
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uint tRegionX = RegionInfo.RegionLocX;
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uint tRegionY = RegionInfo.RegionLocY;
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//Send Data to ScenePresence
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childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
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childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
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// Not Implemented:
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//TODO: Do we need to pass the message on to one of our neighbors?
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}
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@ -3341,7 +3341,7 @@ namespace OpenSim.Region.Framework.Scenes
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#region Child Agent Updates
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public void ChildAgentDataUpdate(AgentData cAgentData)
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public void UpdateChildAgent(AgentData cAgentData)
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{
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// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
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if (!IsChildAgent)
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@ -3351,11 +3351,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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private static Vector3 marker = new Vector3(-1f, -1f, -1f);
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/// <summary>
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/// This updates important decision making data about a child agent
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/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
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/// </summary>
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public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
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public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
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{
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if (!IsChildAgent)
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return;
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