Updated dev code to work with latest changes in opensim master

dsg
Dan Lake 2011-03-29 16:29:00 -07:00
parent f89ae8700d
commit fe623f0900
2 changed files with 11 additions and 6 deletions

View File

@ -978,6 +978,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
public void SendDetailedEstateData(UUID invoice, string estateName, uint estateID, uint parentEstate, uint estateFlags, uint sunPosition, UUID covenant, string abuseEmail, UUID estateOwner) public void SendDetailedEstateData(UUID invoice, string estateName, uint estateID, uint parentEstate, uint estateFlags, uint sunPosition, UUID covenant, string abuseEmail, UUID estateOwner)
{ {
}
public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, ILandObject lo, float simObjectBonusFactor, int parcelObjectCapacity, int simObjectCapacity, uint regionFlags)
{
} }
public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, LandData landData, float simObjectBonusFactor, int parcelObjectCapacity, int simObjectCapacity, uint regionFlags) public void SendLandProperties(int sequence_id, bool snap_selection, int request_result, LandData landData, float simObjectBonusFactor, int parcelObjectCapacity, int simObjectCapacity, uint regionFlags)

View File

@ -2192,11 +2192,11 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByFullID[part.UUID] = sceneObject; SceneObjectGroupsByFullID[part.UUID] = sceneObject;
} }
lock (SceneObjectGroupsByLocalID) lock (SceneObjectGroupsByLocalPartID)
{ {
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in children) foreach (SceneObjectPart part in children)
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
} }
return updateResult; return updateResult;
@ -2213,11 +2213,11 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByFullID[newPart.UUID] = parentGroup; SceneObjectGroupsByFullID[newPart.UUID] = parentGroup;
} }
lock (SceneObjectGroupsByLocalID) lock (SceneObjectGroupsByLocalPartID)
{ {
SceneObjectGroupsByLocalID[parentGroup.LocalId] = parentGroup; SceneObjectGroupsByLocalPartID[parentGroup.LocalId] = parentGroup;
foreach (SceneObjectPart part in children) foreach (SceneObjectPart part in children)
SceneObjectGroupsByLocalID[newPart.LocalId] = parentGroup; SceneObjectGroupsByLocalPartID[newPart.LocalId] = parentGroup;
} }
} }