* Removing set-time command since it doesn't actually do anything at all
* If this was crucial to someone then it should be reinsertable as a module0.6.2-post-fixes
parent
66637ad6e7
commit
feba3cc3ff
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@ -235,10 +235,6 @@ namespace OpenSim
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m_assetCache.Clear();
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break;
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case "set-time":
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m_sceneManager.SetCurrentSceneTimePhase(Convert.ToInt32(cmdparams[0]));
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break;
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case "force-update":
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m_console.Notice("Updating all clients");
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m_sceneManager.ForceCurrentSceneClientUpdate();
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@ -679,7 +675,6 @@ namespace OpenSim
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m_console.Notice("load-oar [filename] - load an OpenSimulator region archive. This replaces everything in the current region.");
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m_console.Notice("save-oar [filename] - Save the current region to an OpenSimulator region archive.");
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m_console.Notice("script - manually trigger scripts? or script commands?");
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m_console.Notice("set-time [x] - set the current scene time phase");
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m_console.Notice("show assets - show state of asset cache.");
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m_console.Notice("show modules - shows info about loaded modules.");
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m_console.Notice("show queues - show packet queues length for all clients.");
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@ -80,8 +80,6 @@ namespace OpenSim.Region.Environment.Scenes
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/// TODO: Possibly stop other classes being able to manipulate this directly.
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public SceneGraph m_sceneGraph;
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private int m_timePhase = 24;
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/// <summary>
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/// Are we applying physics to any of the prims in this scene?
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/// </summary>
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@ -245,11 +243,6 @@ namespace OpenSim.Region.Environment.Scenes
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get { return StatsReporter.getLastReportedSimFPS(); }
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}
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public int TimePhase
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{
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get { return m_timePhase; }
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}
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public string DefaultScriptEngine
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{
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get { return m_defaultScriptEngine; }
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@ -3356,15 +3349,6 @@ namespace OpenSim.Region.Environment.Scenes
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#region Other Methods
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/// <summary>
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///
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/// </summary>
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/// <param name="phase"></param>
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public void SetTimePhase(int phase)
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{
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m_timePhase = phase;
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}
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public virtual void StoreAddFriendship(UUID ownerID, UUID friendID, uint perms)
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{
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m_sceneGridService.AddNewUserFriend(ownerID, friendID, perms);
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@ -483,16 +483,6 @@ namespace OpenSim.Region.Environment.Scenes
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return null;
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}
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public void SetCurrentSceneTimePhase(int timePhase)
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{
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ForEachCurrentScene(delegate(Scene scene)
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{
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scene.SetTimePhase(
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timePhase)
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;
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});
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}
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public void ForceCurrentSceneClientUpdate()
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{
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ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
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