* remove mono compiler warnings
* should work - the last compile failure looks like a random glitch...0.6.1-post-fixes
parent
b37c8d6cbd
commit
ff7c8551ba
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@ -71,7 +71,7 @@ namespace OpenSim.Region.Environment.Scenes
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private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion;
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private RegionUp handlerRegionUp = null; // OnRegionUp;
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private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate;
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private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar;
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//private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar;
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private LogOffUser handlerLogOffUser = null;
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private GetLandData handlerGetLandData = null; // OnGetLandData
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@ -904,10 +904,10 @@ namespace OpenSim.Region.Environment.Scenes
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return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); });
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}
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private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
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{
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return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
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}
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// private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
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// {
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// return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
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// }
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private List<ulong> OldNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
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{
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@ -985,17 +985,17 @@ namespace OpenSim.Region.Environment.Scenes
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return m_commsProvider.GridService.RequestNamedRegions(name, maxNumber);
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}
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private void Dump(string msg, List<ulong> handles)
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{
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Console.WriteLine("-------------- HANDLE DUMP ({0}) ---------", msg);
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foreach (ulong handle in handles)
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{
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uint x, y;
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Utils.LongToUInts(handle, out x, out y);
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x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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Console.WriteLine("({0}, {1})", x, y);
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}
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}
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// private void Dump(string msg, List<ulong> handles)
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// {
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// Console.WriteLine("-------------- HANDLE DUMP ({0}) ---------", msg);
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// foreach (ulong handle in handles)
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// {
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// uint x, y;
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// Utils.LongToUInts(handle, out x, out y);
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// x = x / Constants.RegionSize;
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// y = y / Constants.RegionSize;
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// Console.WriteLine("({0}, {1})", x, y);
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// }
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// }
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}
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}
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@ -1932,7 +1932,6 @@ namespace OpenSim.Region.Environment.Scenes
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#region Overridden Methods
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int x = 0;
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public override void Update()
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{
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SendPrimUpdates();
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@ -2436,7 +2435,8 @@ namespace OpenSim.Region.Environment.Scenes
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// Next, let's close the child agent connections that are too far away.
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CloseChildAgents(neighbourx, neighboury);
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AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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//AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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m_controllingClient.RequestClientInfo();
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//Console.WriteLine("BEFORE CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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@ -67,11 +67,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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private List<BasicActor> _actors = new List<BasicActor>();
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private float[] _heightMap;
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string sceneIdentifier;
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//protected internal string sceneIdentifier;
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public BasicScene(string _sceneIdentifier)
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{
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sceneIdentifier = _sceneIdentifier;
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//sceneIdentifier = _sceneIdentifier;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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@ -493,11 +493,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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public IMesher mesher;
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// private IConfigSource m_config;
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String identifier;
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// protected internal String identifier;
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public BulletXScene(String sceneIdentifier)
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{
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identifier = sceneIdentifier;
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//identifier = sceneIdentifier;
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}
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public static float Gravity
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@ -41,11 +41,11 @@ namespace OpenSim.Region.Physics.POSPlugin
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private float[] _heightMap;
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private const float gravity = -9.8f;
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string sceneIdentifier;
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//protected internal string sceneIdentifier;
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public POSScene(String _sceneIdentifier)
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{
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sceneIdentifier = _sceneIdentifier;
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//sceneIdentifier = _sceneIdentifier;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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@ -78,10 +78,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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private NxPhysicsSDK mySdk;
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private NxScene scene;
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string sceneIdentifier;
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// protected internal string sceneIdentifier;
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public PhysXScene(string _sceneIdentifier)
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{
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sceneIdentifier = _sceneIdentifier;
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//sceneIdentifier = _sceneIdentifier;
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mySdk = NxPhysicsSDK.CreateSDK();
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Console.WriteLine("Sdk created - now creating scene");
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