When a new parcel is created, make sure the prim counts are updated.
This is done by tainting the counts where appropriate0.7.1-dev
parent
8b16f7d976
commit
f7ed7fc05d
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@ -51,7 +51,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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public class PrimCountModule : IPrimCountModule, INonSharedRegionModule
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public class PrimCountModule : IPrimCountModule, INonSharedRegionModule
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{
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_Scene;
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private Scene m_Scene;
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private Dictionary<UUID, PrimCounts> m_PrimCounts =
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private Dictionary<UUID, PrimCounts> m_PrimCounts =
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@ -63,7 +63,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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private Dictionary<UUID, ParcelCounts> m_ParcelCounts =
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private Dictionary<UUID, ParcelCounts> m_ParcelCounts =
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new Dictionary<UUID, ParcelCounts>();
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new Dictionary<UUID, ParcelCounts>();
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/// <value>
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/// <value>
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/// For now, a simple simwide taint to get this up. Later parcel based
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/// For now, a simple simwide taint to get this up. Later parcel based
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/// taint to allow recounting a parcel if only ownership has changed
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/// taint to allow recounting a parcel if only ownership has changed
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@ -95,6 +94,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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OnObjectBeingRemovedFromScene;
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OnObjectBeingRemovedFromScene;
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m_Scene.EventManager.OnParcelPrimCountTainted +=
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m_Scene.EventManager.OnParcelPrimCountTainted +=
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OnParcelPrimCountTainted;
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OnParcelPrimCountTainted;
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m_Scene.EventManager.OnLandObjectAdded += delegate(ILandObject lo) { OnParcelPrimCountTainted(); };
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}
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}
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public void RegionLoaded(Scene scene)
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public void RegionLoaded(Scene scene)
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