* Refactor: Where possible, change visibility on InnerScene methods to protected internal on the basis that they shouldn't be manipulated by outsiders
parent
a28ca7b78b
commit
d500209da0
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@ -46,20 +46,20 @@ namespace OpenSim.Region.Environment.Scenes
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#region Events
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public event PhysicsCrash UnRecoverableError;
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protected internal event PhysicsCrash UnRecoverableError;
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private PhysicsCrash handlerPhysicsCrash = null;
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#endregion
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#region Fields
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internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
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protected internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
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// SceneObjects is not currently populated or used.
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//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
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internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
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internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
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protected internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
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protected internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
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public BasicQuadTreeNode QuadTree;
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protected internal BasicQuadTreeNode QuadTree;
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protected RegionInfo m_regInfo;
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protected Scene m_parentScene;
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@ -72,13 +72,13 @@ namespace OpenSim.Region.Environment.Scenes
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protected int m_activeScripts = 0;
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protected int m_scriptLPS = 0;
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internal object m_syncRoot = new object();
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protected internal object m_syncRoot = new object();
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public PhysicsScene _PhyScene;
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protected internal PhysicsScene _PhyScene;
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#endregion
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public InnerScene(Scene parent, RegionInfo regInfo)
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protected internal InnerScene(Scene parent, RegionInfo regInfo)
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{
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m_parentScene = parent;
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m_regInfo = regInfo;
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@ -114,7 +114,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void Close()
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protected internal void Close()
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{
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lock (ScenePresences)
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{
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@ -127,7 +127,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Update Methods
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internal void UpdatePreparePhysics()
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protected internal void UpdatePreparePhysics()
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{
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// If we are using a threaded physics engine
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// grab the latest scene from the engine before
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@ -141,7 +141,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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internal void UpdateEntities()
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protected internal void UpdateEntities()
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{
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List<EntityBase> updateEntities = GetEntities();
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@ -151,7 +151,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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internal void UpdatePresences()
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protected internal void UpdatePresences()
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{
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List<ScenePresence> updateScenePresences = GetScenePresences();
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foreach (ScenePresence pres in updateScenePresences)
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@ -160,7 +160,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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internal float UpdatePhysics(double elapsed)
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protected internal float UpdatePhysics(double elapsed)
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{
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lock (m_syncRoot)
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{
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@ -168,7 +168,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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internal void UpdateEntityMovement()
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protected internal void UpdateEntityMovement()
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{
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List<EntityBase> moveEntities = GetEntities();
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@ -186,7 +186,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// Add an object into the scene that has come from storage
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/// </summary>
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/// <param name="sceneObject"></param>
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public void AddSceneObjectFromStorage(SceneObjectGroup sceneObject)
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protected internal void AddSceneObjectFromStorage(SceneObjectGroup sceneObject)
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{
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sceneObject.RegionHandle = m_regInfo.RegionHandle;
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sceneObject.SetScene(m_parentScene);
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@ -206,7 +206,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="sceneObject"></param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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public bool AddSceneObject(SceneObjectGroup sceneObject)
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protected internal bool AddSceneObject(SceneObjectGroup sceneObject)
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{
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lock (Entities)
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{
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@ -228,7 +228,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns>true if the object was deleted, false if there was no object to delete</returns>
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public bool DeleteSceneObject(LLUUID uuid)
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protected internal bool DeleteSceneObject(LLUUID uuid)
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{
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lock (Entities)
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{
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@ -250,7 +250,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="obj">
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/// A <see cref="EntityBase"/>
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/// </param>
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internal void AddToUpdateList(EntityBase obj)
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protected internal void AddToUpdateList(EntityBase obj)
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{
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lock (m_updateList)
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{
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@ -264,7 +264,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Process all pending updates
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/// </summary>
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internal void ProcessUpdates()
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protected internal void ProcessUpdates()
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{
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lock (m_updateList)
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{
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@ -294,27 +294,27 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void AddPhysicalPrim(int number)
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protected internal void AddPhysicalPrim(int number)
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{
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m_physicalPrim++;
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}
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public void RemovePhysicalPrim(int number)
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protected internal void RemovePhysicalPrim(int number)
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{
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m_physicalPrim--;
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}
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public void AddToScriptLPS(int number)
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protected internal void AddToScriptLPS(int number)
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{
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m_scriptLPS += number;
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}
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public void AddActiveScripts(int number)
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protected internal void AddActiveScripts(int number)
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{
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m_activeScripts += number;
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}
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public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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{
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List<EntityBase> EntityList = GetEntities();
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@ -331,23 +331,20 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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public void HandleUndo(IClientAPI remoteClient, LLUUID primId)
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protected internal void HandleUndo(IClientAPI remoteClient, LLUUID primId)
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{
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if (primId != LLUUID.Zero)
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{
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SceneObjectPart part = m_parentScene.GetSceneObjectPart(primId);
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if (part != null)
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part.Undo();
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}
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}
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}
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public void HandleObjectGroupUpdate(
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IClientAPI remoteClient, LLUUID GroupID, uint objectLocalID, LLUUID Garbage)
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protected internal void HandleObjectGroupUpdate(
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IClientAPI remoteClient, LLUUID GroupID, uint objectLocalID, LLUUID Garbage)
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{
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List<EntityBase> EntityList = GetEntities();
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@ -367,9 +364,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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/// <summary>
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/// Event Handling routine for Attach Object
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/// </summary>
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@ -377,13 +373,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="objectLocalID"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="rot"></param>
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public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
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protected internal void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
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{
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// Calls attach with a Zero position
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AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero);
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}
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public void RezSingleAttachment(IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask)
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protected internal void RezSingleAttachment(
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IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask)
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{
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SceneObjectGroup objatt = m_parentScene.RezObject(remoteClient, itemID, LLVector3.Zero, LLVector3.Zero, LLUUID.Zero, (byte)1, true,
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(uint)(PermissionMask.Copy | PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer),
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@ -396,12 +394,11 @@ namespace OpenSim.Region.Environment.Scenes
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AttachObject(remoteClient,objatt.LocalId,AttachmentPt,new LLQuaternion(0,0,0,1),objatt.AbsolutePosition);
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objatt.ScheduleGroupForFullUpdate();
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}
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}
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// What makes this method odd and unique is it tries to detach using an LLUUID.... Yay for standards.
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// To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID??
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public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient)
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protected internal void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient)
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{
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if (itemID == LLUUID.Zero) // If this happened, someone made a mistake....
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return;
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@ -424,7 +421,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos)
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protected internal void AttachObject(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot, LLVector3 attachPos)
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{
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase obj in EntityList)
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@ -482,10 +480,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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}
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protected internal ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
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@ -563,7 +559,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void SwapRootChildAgent(bool direction_RC_CR_T_F)
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protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
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{
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if (direction_RC_CR_T_F)
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{
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@ -577,7 +573,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void removeUserCount(bool TypeRCTF)
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protected internal void removeUserCount(bool TypeRCTF)
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{
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if (TypeRCTF)
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{
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@ -589,7 +585,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public int GetChildAgentCount()
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protected internal int GetChildAgentCount()
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{
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// some network situations come in where child agents get closed twice.
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if (m_numChildAgents < 0)
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return m_numChildAgents;
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}
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public int GetRootAgentCount()
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protected internal int GetRootAgentCount()
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{
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return m_numRootAgents;
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}
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public int GetTotalObjects()
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protected internal int GetTotalObjects()
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{
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return m_numPrim;
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}
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public int GetActiveObjects()
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protected internal int GetActiveObjects()
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{
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return m_physicalPrim;
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}
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public int GetActiveScripts()
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protected internal int GetActiveScripts()
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{
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return m_activeScripts;
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}
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public int GetScriptLPS()
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protected internal int GetScriptLPS()
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{
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int returnval = m_scriptLPS;
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m_scriptLPS = 0;
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return returnval;
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}
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#endregion
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#region Get Methods
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@ -634,7 +631,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// Request a List of all m_scenePresences in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences()
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protected internal List<ScenePresence> GetScenePresences()
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{
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List<ScenePresence> result;
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return result;
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}
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public List<ScenePresence> GetAvatars()
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protected internal List<ScenePresence> GetAvatars()
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{
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List<ScenePresence> result =
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GetScenePresences(delegate(ScenePresence scenePresence) { return !scenePresence.IsChildAgent; });
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@ -664,7 +661,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns>
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public IClientAPI GetControllingClient(LLUUID agentId)
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protected internal IClientAPI GetControllingClient(LLUUID agentId)
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{
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ScenePresence presence = GetScenePresence(agentId);
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@ -680,7 +677,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// Request a filtered list of m_scenePresences in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
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protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
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{
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// No locking of scene presences here since we're passing back a list...
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@ -703,7 +700,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="avatarID"></param>
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/// <returns>null if the agent was not found</returns>
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public ScenePresence GetScenePresence(LLUUID agentID)
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protected internal ScenePresence GetScenePresence(LLUUID agentID)
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{
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ScenePresence sp;
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ScenePresences.TryGetValue(agentID, out sp);
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@ -741,7 +738,7 @@ namespace OpenSim.Region.Environment.Scenes
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return null;
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}
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public EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
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protected internal EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly, bool faceCenters)
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{
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// Primitive Ray Tracing
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float closestDistance = 280f;
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return returnResult;
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}
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public SceneObjectPart GetSceneObjectPart(uint localID)
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protected internal SceneObjectPart GetSceneObjectPart(uint localID)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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return null;
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}
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public SceneObjectPart GetSceneObjectPart(LLUUID fullID)
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protected internal SceneObjectPart GetSceneObjectPart(LLUUID fullID)
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{
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SceneObjectGroup group = GetGroupByPrim(fullID);
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if (group != null)
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return null;
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}
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internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
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protected internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
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{
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ScenePresence presence;
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if (ScenePresences.TryGetValue(avatarId, out presence))
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return false;
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}
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internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
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protected internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
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{
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lock (ScenePresences)
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{
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/// will not affect the original list of objects in the scene.
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/// </summary>
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/// <returns></returns>
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public List<EntityBase> GetEntities()
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protected internal List<EntityBase> GetEntities()
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{
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List<EntityBase> result;
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@ -845,7 +842,7 @@ namespace OpenSim.Region.Environment.Scenes
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return result;
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}
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public Dictionary<uint, float> GetTopScripts()
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protected internal Dictionary<uint, float> GetTopScripts()
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{
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Dictionary<uint, float> topScripts = new Dictionary<uint, float>();
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@ -880,7 +877,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Other Methods
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public void physicsBasedCrash()
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protected internal void physicsBasedCrash()
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{
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handlerPhysicsCrash = UnRecoverableError;
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if (handlerPhysicsCrash != null)
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@ -889,7 +886,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public LLUUID ConvertLocalIDToFullID(uint localID)
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protected internal LLUUID ConvertLocalIDToFullID(uint localID)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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@ -898,7 +895,7 @@ namespace OpenSim.Region.Environment.Scenes
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return LLUUID.Zero;
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}
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public void SendAllSceneObjectsToClient(ScenePresence presence)
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protected internal void SendAllSceneObjectsToClient(ScenePresence presence)
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{
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List<EntityBase> EntityList = GetEntities();
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@ -935,7 +932,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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internal void ForEachClient(Action<IClientAPI> action)
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protected internal void ForEachClient(Action<IClientAPI> action)
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{
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lock (ScenePresences)
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{
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@ -956,7 +953,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="localID"></param>
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/// <param name="scale"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -967,7 +964,8 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
public void UpdatePrimGroupScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
||||
|
||||
protected internal void UpdatePrimGroupScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -987,8 +985,8 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="AgentID"></param>
|
||||
/// <param name="RequestFlags"></param>
|
||||
/// <param name="ObjectID"></param>
|
||||
public void RequestObjectPropertiesFamily(IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags,
|
||||
LLUUID ObjectID)
|
||||
protected internal void RequestObjectPropertiesFamily(
|
||||
IClientAPI remoteClient, LLUUID AgentID, uint RequestFlags, LLUUID ObjectID)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(ObjectID);
|
||||
if (group != null)
|
||||
|
@ -1003,7 +1001,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="localID"></param>
|
||||
/// <param name="rot"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimSingleRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1021,7 +1019,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="localID"></param>
|
||||
/// <param name="rot"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1040,7 +1038,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="pos"></param>
|
||||
/// <param name="rot"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimRotation(uint localID, LLVector3 pos, LLQuaternion rot, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1052,7 +1050,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimSinglePosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1076,7 +1074,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="localID"></param>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1108,7 +1106,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="localID"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1126,7 +1124,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="localID"></param>
|
||||
/// <param name="packet"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
|
||||
protected internal void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
if (group != null)
|
||||
|
@ -1138,7 +1136,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
||||
protected internal void MoveObject(LLUUID objectID, LLVector3 offset, LLVector3 pos, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(objectID);
|
||||
if (group != null)
|
||||
|
@ -1160,7 +1158,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// </summary>
|
||||
/// <param name="primLocalID"></param>
|
||||
/// <param name="description"></param>
|
||||
public void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
|
||||
protected internal void PrimName(IClientAPI remoteClient, uint primLocalID, string name)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
||||
if (group != null)
|
||||
|
@ -1177,7 +1175,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// </summary>
|
||||
/// <param name="primLocalID"></param>
|
||||
/// <param name="description"></param>
|
||||
public void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
|
||||
protected internal void PrimDescription(IClientAPI remoteClient, uint primLocalID, string description)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
||||
if (group != null)
|
||||
|
@ -1189,7 +1187,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
|
||||
protected internal void UpdateExtraParam(LLUUID agentID, uint primLocalID, ushort type, bool inUse, byte[] data)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
||||
|
||||
|
@ -1207,7 +1205,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// </summary>
|
||||
/// <param name="primLocalID"></param>
|
||||
/// <param name="shapeBlock"></param>
|
||||
public void UpdatePrimShape(LLUUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
|
||||
protected internal void UpdatePrimShape(LLUUID agentID, uint primLocalID, UpdateShapeArgs shapeBlock)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(primLocalID);
|
||||
if (group != null)
|
||||
|
@ -1246,7 +1244,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="client"></param>
|
||||
/// <param name="parentPrim"></param>
|
||||
/// <param name="childPrims"></param>
|
||||
public void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims)
|
||||
protected internal void LinkObjects(IClientAPI client, uint parentPrim, List<uint> childPrims)
|
||||
{
|
||||
List<EntityBase> EntityList = GetEntities();
|
||||
|
||||
|
@ -1295,7 +1293,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// Delink a linkset
|
||||
/// </summary>
|
||||
/// <param name="prims"></param>
|
||||
public void DelinkObjects(List<uint> primIds)
|
||||
protected internal void DelinkObjects(List<uint> primIds)
|
||||
{
|
||||
SceneObjectGroup parenPrim = null;
|
||||
|
||||
|
@ -1365,7 +1363,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
|
||||
protected internal void MakeObjectSearchable(IClientAPI remoteClient, bool IncludeInSearch, uint localID)
|
||||
{
|
||||
LLUUID user = remoteClient.AgentId;
|
||||
LLUUID objid = null;
|
||||
|
@ -1415,7 +1413,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="originalPrim"></param>
|
||||
/// <param name="offset"></param>
|
||||
/// <param name="flags"></param>
|
||||
public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
|
||||
protected internal void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
|
||||
|
||||
|
@ -1472,7 +1470,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="v1"></param>
|
||||
/// <param name="v2"></param>
|
||||
/// <returns></returns>
|
||||
public float Vector3Distance(Vector3 v1, Vector3 v2)
|
||||
protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
// We don't really need the double floating point precision...
|
||||
// so casting it to a single
|
||||
|
|
|
@ -3065,7 +3065,8 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Return a list of all avatars in this region.
|
||||
/// This list is a new object, so it can be iterated over without locking.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<ScenePresence> GetAvatars()
|
||||
|
@ -3074,7 +3075,8 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Request a List of all ScenePresences in this region. This returns child agents as well as root agents.
|
||||
/// Return a list of all ScenePresences in this region. This returns child agents as well as root agents.
|
||||
/// This list is a new object, so it can be iterated over without locking.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<ScenePresence> GetScenePresences()
|
||||
|
@ -3083,7 +3085,8 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Request a filtered list of ScenePresences in this region
|
||||
/// Request a filtered list of ScenePresences in this region.
|
||||
/// This list is a new object, so it can be iterated over without locking.
|
||||
/// </summary>
|
||||
/// <param name="filter"></param>
|
||||
/// <returns></returns>
|
||||
|
|
Loading…
Reference in New Issue