Merge branch 'prephysics' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into prephysics

dsg
Dan Lake 2011-01-11 19:19:44 -08:00
commit e7e2a62641
2 changed files with 16 additions and 6 deletions

View File

@ -821,7 +821,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
private void DoInitialSync() private void DoInitialSync()
{ {
m_scene.DeleteAllSceneObjects(); //m_scene.DeleteAllSceneObjects();
//KittyL: added to distinguish different actors //KittyL: added to distinguish different actors
//Send(new RegionSyncMessage(RegionSyncMessage.MsgType.ActorType, m_actorType.ToString())); //Send(new RegionSyncMessage(RegionSyncMessage.MsgType.ActorType, m_actorType.ToString()));

View File

@ -635,18 +635,28 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
if (m_localSyncListener!=null && m_localSyncListener.IsListening) if (m_localSyncListener!=null && m_localSyncListener.IsListening)
{ {
m_localSyncListener.Shutdown(); m_localSyncListener.Shutdown();
//Trigger SyncStop event, ActorSyncModules can then take actor specific action if needed.
//For instance, script engine will save script states
//save script state and stop script instances
m_scene.EventManager.TriggerOnSymmetricSyncStop();
} }
} }
else else
{ {
//Shutdown all sync connectors //Shutdown all sync connectors
if (m_synced)
{
StopAllSyncConnectors(); StopAllSyncConnectors();
} m_synced = false;
//Trigger SyncStop event, ActorSyncModules can then take actor specific action if needed. //Trigger SyncStop event, ActorSyncModules can then take actor specific action if needed.
//For instance, script engine will save script states //For instance, script engine will save script states
//save script state and stop script instances //save script state and stop script instances
m_scene.EventManager.TriggerOnSymmetricSyncStop(); m_scene.EventManager.TriggerOnSymmetricSyncStop();
}
}
} }