diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index e86d186759..8ec943de6b 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -235,7 +235,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// destination.RegionName, destination.RegionID);
- return m_scenes[destination.RegionID].IncomingChildAgentDataUpdate(cAgentData);
+ return m_scenes[destination.RegionID].IncomingUpdateChildAgent(cAgentData);
}
// m_log.DebugFormat(
@@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
return false;
}
- public bool UpdateAgent(GridRegion destination, AgentPosition cAgentData)
+ public bool UpdateAgent(GridRegion destination, AgentPosition agentPosition)
{
if (destination == null)
return false;
@@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
foreach (Scene s in m_scenes.Values)
{
// m_log.Debug("[LOCAL COMMS]: Found region to send ChildAgentUpdate");
- s.IncomingChildAgentDataUpdate(cAgentData);
+ s.IncomingUpdateChildAgent(agentPosition);
}
//m_log.Debug("[LOCAL COMMS]: region not found for ChildAgentUpdate");
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 6c9a8df452..758a01265f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4296,7 +4296,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Agent that contains all of the relevant things about an agent.
/// Appearance, animations, position, etc.
/// true if we handled it.
- public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)
+ public virtual bool IncomingUpdateChildAgent(AgentData cAgentData)
{
m_log.DebugFormat(
"[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
@@ -4330,7 +4330,7 @@ namespace OpenSim.Region.Framework.Scenes
sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID));
}
- sp.ChildAgentDataUpdate(cAgentData);
+ sp.UpdateChildAgent(cAgentData);
int ntimes = 20;
if (cAgentData.SenderWantsToWaitForRoot)
@@ -4363,7 +4363,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// AgentPosition that contains agent positional data so we can know what to send
/// true if we handled it.
- public virtual bool IncomingChildAgentDataUpdate(AgentPosition cAgentData)
+ public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
{
//m_log.Debug(" XXX Scene IncomingChildAgentDataUpdate POSITION in " + RegionInfo.RegionName);
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
@@ -4383,7 +4383,7 @@ namespace OpenSim.Region.Framework.Scenes
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
- childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
+ childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index d542e4783f..3e61713ae8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3341,7 +3341,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Child Agent Updates
- public void ChildAgentDataUpdate(AgentData cAgentData)
+ public void UpdateChildAgent(AgentData cAgentData)
{
// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
if (!IsChildAgent)
@@ -3351,11 +3351,12 @@ namespace OpenSim.Region.Framework.Scenes
}
private static Vector3 marker = new Vector3(-1f, -1f, -1f);
+
///
/// This updates important decision making data about a child agent
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
///
- public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
+ public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
{
if (!IsChildAgent)
return;