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authorJustin Clarke Casey2008-11-12 20:16:46 +0000
committerJustin Clarke Casey2008-11-12 20:16:46 +0000
commitcec112c87a0e9b259ddff215422bde3fc5dd4dc2 (patch)
treefac2489ef1c8d3ec0e0acaf0533e4db46575f170 /OpenSim/Region/Environment
parent* Update Mono.Addins.dll to 0.4, as per sdague's suggestion (diff)
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* refactor: as per a recent opensim-dev thread, rename InnerScene to SceneGraph to make it more descriptive of its intended function
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Modules/ContentManagementSystem/CMModel.cs2
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs2
-rw-r--r--OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs7
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs194
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneGraph.cs (renamed from OpenSim/Region/Environment/Scenes/InnerScene.cs)9
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs6
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs2
8 files changed, 118 insertions, 106 deletions
diff --git a/OpenSim/Region/Environment/Modules/ContentManagementSystem/CMModel.cs b/OpenSim/Region/Environment/Modules/ContentManagementSystem/CMModel.cs
index e58d945..5229489 100644
--- a/OpenSim/Region/Environment/Modules/ContentManagementSystem/CMModel.cs
+++ b/OpenSim/Region/Environment/Modules/ContentManagementSystem/CMModel.cs
@@ -261,7 +261,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
261 ((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup(); 261 ((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
262 scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor); 262 scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
263 scene.SendKillObject(scene.Entities[uuid].LocalId); 263 scene.SendKillObject(scene.Entities[uuid].LocalId);
264 scene.m_innerScene.DeleteSceneObject(uuid, false); 264 scene.m_sceneGraph.DeleteSceneObject(uuid, false);
265 ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false); 265 ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
266 } 266 }
267 catch(Exception e) 267 catch(Exception e)
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 0202841..bb3a18d 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -260,7 +260,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
260 List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); 260 List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
261 261
262 // Filter entities so that we only have scene objects. 262 // Filter entities so that we only have scene objects.
263 // FIXME: Would be nicer to have this as a proper list in InnerScene, since lots of methods 263 // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
264 // end up having to do this 264 // end up having to do this
265 foreach (EntityBase entity in entities) 265 foreach (EntityBase entity in entities)
266 { 266 {
diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
index c38d502..52175f4 100644
--- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
@@ -490,7 +490,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
490 } 490 }
491 else if (reportType == 0) 491 else if (reportType == 0)
492 { 492 {
493 SceneData = m_scene.m_innerScene.GetTopScripts(); 493 SceneData = m_scene.m_sceneGraph.GetTopScripts();
494 } 494 }
495 495
496 List<LandStatReportItem> SceneReport = new List<LandStatReportItem>(); 496 List<LandStatReportItem> SceneReport = new List<LandStatReportItem>();
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index 7e32086..c6ad94c 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -2342,7 +2342,7 @@ namespace OpenSim.Region.Environment.Scenes
2342 public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID, 2342 public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID,
2343 uint AttachmentPt) 2343 uint AttachmentPt)
2344 { 2344 {
2345 SceneObjectGroup att = m_innerScene.RezSingleAttachment(remoteClient, itemID, AttachmentPt); 2345 SceneObjectGroup att = m_sceneGraph.RezSingleAttachment(remoteClient, itemID, AttachmentPt);
2346 2346
2347 if (att == null) 2347 if (att == null)
2348 { 2348 {
@@ -2375,7 +2375,7 @@ namespace OpenSim.Region.Environment.Scenes
2375 2375
2376 public void AttachObject(IClientAPI controllingClient, uint localID, uint attachPoint, Quaternion rot, Vector3 pos, bool silent) 2376 public void AttachObject(IClientAPI controllingClient, uint localID, uint attachPoint, Quaternion rot, Vector3 pos, bool silent)
2377 { 2377 {
2378 m_innerScene.AttachObject(controllingClient, localID, attachPoint, rot, pos, silent); 2378 m_sceneGraph.AttachObject(controllingClient, localID, attachPoint, rot, pos, silent);
2379 } 2379 }
2380 2380
2381 public void AttachObject(IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att) 2381 public void AttachObject(IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
@@ -2455,7 +2455,8 @@ namespace OpenSim.Region.Environment.Scenes
2455 } 2455 }
2456 2456
2457 } 2457 }
2458 m_innerScene.DetachSingleAttachmentToInv(itemID, remoteClient); 2458
2459 m_sceneGraph.DetachSingleAttachmentToInv(itemID, remoteClient);
2459 } 2460 }
2460 2461
2461 public void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID) 2462 public void GetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 0d0823e..e5d0c3f 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -71,7 +71,11 @@ namespace OpenSim.Region.Environment.Scenes
71 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 71 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
72 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 72 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
73 73
74 public InnerScene m_innerScene; 74 /// <value>
75 /// The scene graph for this scene
76 /// </value>
77 /// TODO: Possibly stop other classes being able to manipulate this directly.
78 public SceneGraph m_sceneGraph;
75 79
76 private int m_timePhase = 24; 80 private int m_timePhase = 24;
77 81
@@ -179,14 +183,14 @@ namespace OpenSim.Region.Environment.Scenes
179 // an instance to the physics plugin's Scene object. 183 // an instance to the physics plugin's Scene object.
180 public PhysicsScene PhysicsScene 184 public PhysicsScene PhysicsScene
181 { 185 {
182 set { m_innerScene.PhysicsScene = value; } 186 set { m_sceneGraph.PhysicsScene = value; }
183 get { return (m_innerScene.PhysicsScene); } 187 get { return (m_sceneGraph.PhysicsScene); }
184 } 188 }
185 189
186 // This gets locked so things stay thread safe. 190 // This gets locked so things stay thread safe.
187 public object SyncRoot 191 public object SyncRoot
188 { 192 {
189 get { return m_innerScene.m_syncRoot; } 193 get { return m_sceneGraph.m_syncRoot; }
190 } 194 }
191 195
192 public float TimeDilation 196 public float TimeDilation
@@ -212,23 +216,23 @@ namespace OpenSim.Region.Environment.Scenes
212 get { return m_defaultScriptEngine; } 216 get { return m_defaultScriptEngine; }
213 } 217 }
214 218
215 // Local reference to the objects in the scene (which are held in innerScene) 219 // Local reference to the objects in the scene (which are held in the scenegraph)
216 // public Dictionary<UUID, SceneObjectGroup> Objects 220 // public Dictionary<UUID, SceneObjectGroup> Objects
217 // { 221 // {
218 // get { return m_innerScene.SceneObjects; } 222 // get { return m_sceneGraph.SceneObjects; }
219 // } 223 // }
220 224
221 // Reference to all of the agents in the scene (root and child) 225 // Reference to all of the agents in the scene (root and child)
222 protected Dictionary<UUID, ScenePresence> m_scenePresences 226 protected Dictionary<UUID, ScenePresence> m_scenePresences
223 { 227 {
224 get { return m_innerScene.ScenePresences; } 228 get { return m_sceneGraph.ScenePresences; }
225 set { m_innerScene.ScenePresences = value; } 229 set { m_sceneGraph.ScenePresences = value; }
226 } 230 }
227 231
228 // protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects 232 // protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects
229 // { 233 // {
230 // get { return m_innerScene.SceneObjects; } 234 // get { return m_sceneGraph.SceneObjects; }
231 // set { m_innerScene.SceneObjects = value; } 235 // set { m_sceneGraph.SceneObjects = value; }
232 // } 236 // }
233 237
234 /// <summary> 238 /// <summary>
@@ -241,14 +245,14 @@ namespace OpenSim.Region.Environment.Scenes
241 /// </summary> 245 /// </summary>
242 public Dictionary<UUID, EntityBase> Entities 246 public Dictionary<UUID, EntityBase> Entities
243 { 247 {
244 get { return m_innerScene.Entities; } 248 get { return m_sceneGraph.Entities; }
245 set { m_innerScene.Entities = value; } 249 set { m_sceneGraph.Entities = value; }
246 } 250 }
247 251
248 public Dictionary<UUID, ScenePresence> m_restorePresences 252 public Dictionary<UUID, ScenePresence> m_restorePresences
249 { 253 {
250 get { return m_innerScene.RestorePresences; } 254 get { return m_sceneGraph.RestorePresences; }
251 set { m_innerScene.RestorePresences = value; } 255 set { m_sceneGraph.RestorePresences = value; }
252 } 256 }
253 257
254 public int objectCapacity = 45000; 258 public int objectCapacity = 45000;
@@ -296,15 +300,15 @@ namespace OpenSim.Region.Environment.Scenes
296 EventManager.OnLandObjectRemoved += 300 EventManager.OnLandObjectRemoved +=
297 new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject); 301 new EventManager.LandObjectRemoved(m_storageManager.DataStore.RemoveLandObject);
298 302
299 m_innerScene = new InnerScene(this, m_regInfo); 303 m_sceneGraph = new SceneGraph(this, m_regInfo);
300 304
301 // If the Inner scene has an Unrecoverable error, restart this sim. 305 // If the scene graph has an Unrecoverable error, restart this sim.
302 // Currently the only thing that causes it to happen is two kinds of specific 306 // Currently the only thing that causes it to happen is two kinds of specific
303 // Physics based crashes. 307 // Physics based crashes.
304 // 308 //
305 // Out of memory 309 // Out of memory
306 // Operating system has killed the plugin 310 // Operating system has killed the plugin
307 m_innerScene.UnRecoverableError += RestartNow; 311 m_sceneGraph.UnRecoverableError += RestartNow;
308 312
309 RegisterDefaultSceneEvents(); 313 RegisterDefaultSceneEvents();
310 314
@@ -644,11 +648,13 @@ namespace OpenSim.Region.Environment.Scenes
644 648
645 // Stop all client threads. 649 // Stop all client threads.
646 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); }); 650 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(true); });
651
647 // Stop updating the scene objects and agents. 652 // Stop updating the scene objects and agents.
648 //m_heartbeatTimer.Close(); 653 //m_heartbeatTimer.Close();
649 shuttingdown = true; 654 shuttingdown = true;
650 // close the inner scene 655
651 m_innerScene.Close(); 656 m_sceneGraph.Close();
657
652 // De-register with region communications (events cleanup) 658 // De-register with region communications (events cleanup)
653 UnRegisterRegionWithComms(); 659 UnRegisterRegionWithComms();
654 660
@@ -726,7 +732,7 @@ namespace OpenSim.Region.Environment.Scenes
726 //updateLock.WaitOne(); 732 //updateLock.WaitOne();
727 float physicsFPS = 0; 733 float physicsFPS = 0;
728 //m_log.Info("sadfadf" + m_neighbours.Count.ToString()); 734 //m_log.Info("sadfadf" + m_neighbours.Count.ToString());
729 int agentsInScene = m_innerScene.GetRootAgentCount() + m_innerScene.GetChildAgentCount(); 735 int agentsInScene = m_sceneGraph.GetRootAgentCount() + m_sceneGraph.GetChildAgentCount();
730 736
731 if (agentsInScene > 21) 737 if (agentsInScene > 21)
732 { 738 {
@@ -757,15 +763,15 @@ namespace OpenSim.Region.Environment.Scenes
757 763
758 physicsMS2 = System.Environment.TickCount; 764 physicsMS2 = System.Environment.TickCount;
759 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 765 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
760 m_innerScene.UpdatePreparePhysics(); 766 m_sceneGraph.UpdatePreparePhysics();
761 physicsMS2 = System.Environment.TickCount - physicsMS2; 767 physicsMS2 = System.Environment.TickCount - physicsMS2;
762 768
763 if (m_frame % m_update_entitymovement == 0) 769 if (m_frame % m_update_entitymovement == 0)
764 m_innerScene.UpdateEntityMovement(); 770 m_sceneGraph.UpdateEntityMovement();
765 771
766 physicsMS = System.Environment.TickCount; 772 physicsMS = System.Environment.TickCount;
767 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 773 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
768 physicsFPS = m_innerScene.UpdatePhysics( 774 physicsFPS = m_sceneGraph.UpdatePhysics(
769 Math.Max(SinceLastFrame.TotalSeconds, m_timespan) 775 Math.Max(SinceLastFrame.TotalSeconds, m_timespan)
770 ); 776 );
771 if (m_frame % m_update_physics == 0 && SynchronizeScene != null) 777 if (m_frame % m_update_physics == 0 && SynchronizeScene != null)
@@ -777,16 +783,16 @@ namespace OpenSim.Region.Environment.Scenes
777 otherMS = System.Environment.TickCount; 783 otherMS = System.Environment.TickCount;
778 // run through all entities looking for updates (slow) 784 // run through all entities looking for updates (slow)
779 if (m_frame % m_update_entities == 0) 785 if (m_frame % m_update_entities == 0)
780 m_innerScene.UpdateEntities(); 786 m_sceneGraph.UpdateEntities();
781 787
782 // run through entities that have scheduled themselves for 788 // run through entities that have scheduled themselves for
783 // updates looking for updates(faster) 789 // updates looking for updates(faster)
784 if (m_frame % m_update_entitiesquick == 0) 790 if (m_frame % m_update_entitiesquick == 0)
785 m_innerScene.ProcessUpdates(); 791 m_sceneGraph.ProcessUpdates();
786 792
787 // Run through scenepresences looking for updates 793 // Run through scenepresences looking for updates
788 if (m_frame % m_update_presences == 0) 794 if (m_frame % m_update_presences == 0)
789 m_innerScene.UpdatePresences(); 795 m_sceneGraph.UpdatePresences();
790 796
791 // Delete temp-on-rez stuff 797 // Delete temp-on-rez stuff
792 if (m_frame % m_update_backup == 0) 798 if (m_frame % m_update_backup == 0)
@@ -814,16 +820,16 @@ namespace OpenSim.Region.Environment.Scenes
814 m_statsReporter.AddTimeDilation(m_timedilation); 820 m_statsReporter.AddTimeDilation(m_timedilation);
815 m_statsReporter.AddFPS(1); 821 m_statsReporter.AddFPS(1);
816 m_statsReporter.AddInPackets(0); 822 m_statsReporter.AddInPackets(0);
817 m_statsReporter.SetRootAgents(m_innerScene.GetRootAgentCount()); 823 m_statsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
818 m_statsReporter.SetChildAgents(m_innerScene.GetChildAgentCount()); 824 m_statsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
819 m_statsReporter.SetObjects(m_innerScene.GetTotalObjectsCount()); 825 m_statsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
820 m_statsReporter.SetActiveObjects(m_innerScene.GetActiveObjectsCount()); 826 m_statsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
821 frameMS = System.Environment.TickCount - frameMS; 827 frameMS = System.Environment.TickCount - frameMS;
822 m_statsReporter.addFrameMS(frameMS); 828 m_statsReporter.addFrameMS(frameMS);
823 m_statsReporter.addPhysicsMS(physicsMS); 829 m_statsReporter.addPhysicsMS(physicsMS);
824 m_statsReporter.addOtherMS(otherMS); 830 m_statsReporter.addOtherMS(otherMS);
825 m_statsReporter.SetActiveScripts(m_innerScene.GetActiveScriptsCount()); 831 m_statsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
826 m_statsReporter.addScriptLines(m_innerScene.GetScriptLPS()); 832 m_statsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
827 } 833 }
828 } 834 }
829 catch (NotImplementedException) 835 catch (NotImplementedException)
@@ -1163,7 +1169,7 @@ namespace OpenSim.Region.Environment.Scenes
1163 //AXdirection = new Vector3(direction.X, direction.Y, direction.Z); 1169 //AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
1164 1170
1165 //testRay = new Ray(AXOrigin, AXdirection); 1171 //testRay = new Ray(AXOrigin, AXdirection);
1166 //rt = m_innerScene.GetClosestIntersectingPrim(testRay); 1172 //rt = m_sceneGraph.GetClosestIntersectingPrim(testRay);
1167 1173
1168 //if (rt.HitTF) 1174 //if (rt.HitTF)
1169 //{ 1175 //{
@@ -1642,7 +1648,7 @@ namespace OpenSim.Region.Environment.Scenes
1642 1648
1643 // TODO: Raytrace better here 1649 // TODO: Raytrace better here
1644 1650
1645 //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); 1651 //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
1646 Ray NewRay = new Ray(AXOrigin, AXdirection); 1652 Ray NewRay = new Ray(AXOrigin, AXdirection);
1647 1653
1648 // Ray Trace against target here 1654 // Ray Trace against target here
@@ -1676,7 +1682,7 @@ namespace OpenSim.Region.Environment.Scenes
1676 { 1682 {
1677 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1683 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1678 1684
1679 EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1685 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1680 1686
1681 // Un-comment the following line to print the raytrace results to the console. 1687 // Un-comment the following line to print the raytrace results to the console.
1682 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1688 //m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
@@ -1790,7 +1796,7 @@ namespace OpenSim.Region.Environment.Scenes
1790 public bool AddRestoredSceneObject( 1796 public bool AddRestoredSceneObject(
1791 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 1797 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
1792 { 1798 {
1793 return m_innerScene.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted); 1799 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted);
1794 } 1800 }
1795 1801
1796 /// <summary> 1802 /// <summary>
@@ -1803,7 +1809,7 @@ namespace OpenSim.Region.Environment.Scenes
1803 /// </param> 1809 /// </param>
1804 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) 1810 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
1805 { 1811 {
1806 return m_innerScene.AddNewSceneObject(sceneObject, attachToBackup); 1812 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup);
1807 } 1813 }
1808 1814
1809 /// <summary> 1815 /// <summary>
@@ -1869,7 +1875,7 @@ namespace OpenSim.Region.Environment.Scenes
1869 /// <returns>true if the object was in the scene, false if it was not</returns> 1875 /// <returns>true if the object was in the scene, false if it was not</returns>
1870 public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects) 1876 public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects)
1871 { 1877 {
1872 if (m_innerScene.DeleteSceneObject(uuid, resultOfLinkingObjects)) 1878 if (m_sceneGraph.DeleteSceneObject(uuid, resultOfLinkingObjects))
1873 { 1879 {
1874 if (!resultOfLinkingObjects) 1880 if (!resultOfLinkingObjects)
1875 m_storageManager.DataStore.RemoveObject(uuid, 1881 m_storageManager.DataStore.RemoveObject(uuid,
@@ -2203,7 +2209,7 @@ namespace OpenSim.Region.Environment.Scenes
2203 2209
2204 presence.initializeScenePresence(client, RegionInfo, this); 2210 presence.initializeScenePresence(client, RegionInfo, this);
2205 2211
2206 m_innerScene.AddScenePresence(presence); 2212 m_sceneGraph.AddScenePresence(presence);
2207 2213
2208 lock (m_restorePresences) 2214 lock (m_restorePresences)
2209 { 2215 {
@@ -2228,40 +2234,40 @@ namespace OpenSim.Region.Environment.Scenes
2228 { 2234 {
2229 client.OnRegionHandShakeReply += SendLayerData; 2235 client.OnRegionHandShakeReply += SendLayerData;
2230 client.OnAddPrim += AddNewPrim; 2236 client.OnAddPrim += AddNewPrim;
2231 client.OnUpdatePrimGroupPosition += m_innerScene.UpdatePrimPosition; 2237 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition;
2232 client.OnUpdatePrimSinglePosition += m_innerScene.UpdatePrimSinglePosition; 2238 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2233 client.OnUpdatePrimGroupRotation += m_innerScene.UpdatePrimRotation; 2239 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation;
2234 client.OnUpdatePrimGroupMouseRotation += m_innerScene.UpdatePrimRotation; 2240 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimRotation;
2235 client.OnUpdatePrimSingleRotation += m_innerScene.UpdatePrimSingleRotation; 2241 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
2236 client.OnUpdatePrimScale += m_innerScene.UpdatePrimScale; 2242 client.OnUpdatePrimScale += m_sceneGraph.UpdatePrimScale;
2237 client.OnUpdatePrimGroupScale += m_innerScene.UpdatePrimGroupScale; 2243 client.OnUpdatePrimGroupScale += m_sceneGraph.UpdatePrimGroupScale;
2238 client.OnUpdateExtraParams += m_innerScene.UpdateExtraParam; 2244 client.OnUpdateExtraParams += m_sceneGraph.UpdateExtraParam;
2239 client.OnUpdatePrimShape += m_innerScene.UpdatePrimShape; 2245 client.OnUpdatePrimShape += m_sceneGraph.UpdatePrimShape;
2240 //client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now. 2246 //client.OnRequestMapBlocks += RequestMapBlocks; // handled in a module now.
2241 client.OnUpdatePrimTexture += m_innerScene.UpdatePrimTexture; 2247 client.OnUpdatePrimTexture += m_sceneGraph.UpdatePrimTexture;
2242 client.OnTeleportLocationRequest += RequestTeleportLocation; 2248 client.OnTeleportLocationRequest += RequestTeleportLocation;
2243 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 2249 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
2244 client.OnObjectSelect += SelectPrim; 2250 client.OnObjectSelect += SelectPrim;
2245 client.OnObjectDeselect += DeselectPrim; 2251 client.OnObjectDeselect += DeselectPrim;
2246 client.OnGrabUpdate += m_innerScene.MoveObject; 2252 client.OnGrabUpdate += m_sceneGraph.MoveObject;
2247 client.OnDeRezObject += DeRezObject; 2253 client.OnDeRezObject += DeRezObject;
2248 client.OnRezObject += RezObject; 2254 client.OnRezObject += RezObject;
2249 client.OnRezSingleAttachmentFromInv += RezSingleAttachment; 2255 client.OnRezSingleAttachmentFromInv += RezSingleAttachment;
2250 client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv; 2256 client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
2251 client.OnObjectAttach += m_innerScene.AttachObject; 2257 client.OnObjectAttach += m_sceneGraph.AttachObject;
2252 client.OnObjectDetach += m_innerScene.DetachObject; 2258 client.OnObjectDetach += m_sceneGraph.DetachObject;
2253 client.OnObjectDrop += m_innerScene.DropObject; 2259 client.OnObjectDrop += m_sceneGraph.DropObject;
2254 client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest; 2260 client.OnNameFromUUIDRequest += CommsManager.HandleUUIDNameRequest;
2255 client.OnObjectDescription += m_innerScene.PrimDescription; 2261 client.OnObjectDescription += m_sceneGraph.PrimDescription;
2256 client.OnObjectName += m_innerScene.PrimName; 2262 client.OnObjectName += m_sceneGraph.PrimName;
2257 client.OnObjectClickAction += m_innerScene.PrimClickAction; 2263 client.OnObjectClickAction += m_sceneGraph.PrimClickAction;
2258 client.OnObjectMaterial += m_innerScene.PrimMaterial; 2264 client.OnObjectMaterial += m_sceneGraph.PrimMaterial;
2259 client.OnLinkObjects += m_innerScene.LinkObjects; 2265 client.OnLinkObjects += m_sceneGraph.LinkObjects;
2260 client.OnDelinkObjects += m_innerScene.DelinkObjects; 2266 client.OnDelinkObjects += m_sceneGraph.DelinkObjects;
2261 client.OnObjectDuplicate += m_innerScene.DuplicateObject; 2267 client.OnObjectDuplicate += m_sceneGraph.DuplicateObject;
2262 client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay; 2268 client.OnObjectDuplicateOnRay += doObjectDuplicateOnRay;
2263 client.OnUpdatePrimFlags += m_innerScene.UpdatePrimFlags; 2269 client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
2264 client.OnRequestObjectPropertiesFamily += m_innerScene.RequestObjectPropertiesFamily; 2270 client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
2265 client.OnRequestGodlikePowers += handleRequestGodlikePowers; 2271 client.OnRequestGodlikePowers += handleRequestGodlikePowers;
2266 client.OnGodKickUser += HandleGodlikeKickUser; 2272 client.OnGodKickUser += HandleGodlikeKickUser;
2267 client.OnObjectPermissions += HandleObjectPermissionsUpdate; 2273 client.OnObjectPermissions += HandleObjectPermissionsUpdate;
@@ -2287,11 +2293,11 @@ namespace OpenSim.Region.Environment.Scenes
2287 client.OnMoneyTransferRequest += ProcessMoneyTransferRequest; 2293 client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
2288 client.OnParcelBuy += ProcessParcelBuy; 2294 client.OnParcelBuy += ProcessParcelBuy;
2289 client.OnAvatarPickerRequest += ProcessAvatarPickerRequest; 2295 client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
2290 client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable; 2296 client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
2291 client.OnTeleportHomeRequest += TeleportClientHome; 2297 client.OnTeleportHomeRequest += TeleportClientHome;
2292 client.OnSetStartLocationRequest += SetHomeRezPoint; 2298 client.OnSetStartLocationRequest += SetHomeRezPoint;
2293 client.OnUndo += m_innerScene.HandleUndo; 2299 client.OnUndo += m_sceneGraph.HandleUndo;
2294 client.OnObjectGroupRequest += m_innerScene.HandleObjectGroupUpdate; 2300 client.OnObjectGroupRequest += m_sceneGraph.HandleObjectGroupUpdate;
2295 client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel; 2301 client.OnParcelReturnObjectsRequest += LandChannel.ReturnObjectsInParcel;
2296 client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime; 2302 client.OnParcelSetOtherCleanTime += LandChannel.SetParcelOtherCleanTime;
2297 client.OnObjectSaleInfo += ObjectSaleInfo; 2303 client.OnObjectSaleInfo += ObjectSaleInfo;
@@ -2403,7 +2409,7 @@ namespace OpenSim.Region.Environment.Scenes
2403 2409
2404 // TODO: Raytrace better here 2410 // TODO: Raytrace better here
2405 2411
2406 //EntityIntersection ei = m_innerScene.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection)); 2412 //EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection));
2407 Ray NewRay = new Ray(AXOrigin, AXdirection); 2413 Ray NewRay = new Ray(AXOrigin, AXdirection);
2408 2414
2409 // Ray Trace against target here 2415 // Ray Trace against target here
@@ -2433,14 +2439,14 @@ namespace OpenSim.Region.Environment.Scenes
2433 { 2439 {
2434 Quaternion worldRot = target2.GetWorldRotation(); 2440 Quaternion worldRot = target2.GetWorldRotation();
2435 2441
2436 // SceneObjectGroup obj = m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 2442 // SceneObjectGroup obj = m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
2437 m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot); 2443 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID, worldRot);
2438 //obj.Rotation = worldRot; 2444 //obj.Rotation = worldRot;
2439 //obj.UpdateGroupRotation(worldRot); 2445 //obj.UpdateGroupRotation(worldRot);
2440 } 2446 }
2441 else 2447 else
2442 { 2448 {
2443 m_innerScene.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID); 2449 m_sceneGraph.DuplicateObject(localID, pos, target.GetEffectiveObjectFlags(), AgentID, GroupID);
2444 } 2450 }
2445 } 2451 }
2446 2452
@@ -2486,7 +2492,7 @@ namespace OpenSim.Region.Environment.Scenes
2486 AvatarAppearance appearance = null; 2492 AvatarAppearance appearance = null;
2487 GetAvatarAppearance(client, out appearance); 2493 GetAvatarAppearance(client, out appearance);
2488 2494
2489 ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance); 2495 ScenePresence avatar = m_sceneGraph.CreateAndAddScenePresence(client, child, appearance);
2490 2496
2491 return avatar; 2497 return avatar;
2492 } 2498 }
@@ -2538,11 +2544,11 @@ namespace OpenSim.Region.Environment.Scenes
2538 2544
2539 if (avatar.IsChildAgent) 2545 if (avatar.IsChildAgent)
2540 { 2546 {
2541 m_innerScene.removeUserCount(false); 2547 m_sceneGraph.removeUserCount(false);
2542 } 2548 }
2543 else 2549 else
2544 { 2550 {
2545 m_innerScene.removeUserCount(true); 2551 m_sceneGraph.removeUserCount(true);
2546 m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat); 2552 m_sceneGridService.LogOffUser(agentID, RegionInfo.RegionID, RegionInfo.RegionHandle, avatar.AbsolutePosition, avatar.Lookat);
2547 List<ulong> childknownRegions = new List<ulong>(); 2553 List<ulong> childknownRegions = new List<ulong>();
2548 List<ulong> ckn = avatar.GetKnownRegionList(); 2554 List<ulong> ckn = avatar.GetKnownRegionList();
@@ -2587,7 +2593,7 @@ namespace OpenSim.Region.Environment.Scenes
2587 agentTransactions.RemoveAgentAssetTransactions(agentID); 2593 agentTransactions.RemoveAgentAssetTransactions(agentID);
2588 } 2594 }
2589 2595
2590 m_innerScene.RemoveScenePresence(agentID); 2596 m_sceneGraph.RemoveScenePresence(agentID);
2591 2597
2592 try 2598 try
2593 { 2599 {
@@ -2807,7 +2813,7 @@ namespace OpenSim.Region.Environment.Scenes
2807 cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset; 2813 cap.ItemUpdatedCall = CapsUpdateInventoryItemAsset;
2808 cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset; 2814 cap.TaskScriptUpdatedCall = CapsUpdateTaskInventoryScriptAsset;
2809 cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS; 2815 cap.CAPSFetchInventoryDescendents = CommsManager.UserProfileCacheService.HandleFetchInventoryDescendentsCAPS;
2810 cap.GetClient = m_innerScene.GetControllingClient; 2816 cap.GetClient = m_sceneGraph.GetControllingClient;
2811 m_capsHandlers[agentId] = cap; 2817 m_capsHandlers[agentId] = cap;
2812 } 2818 }
2813 2819
@@ -2917,18 +2923,18 @@ namespace OpenSim.Region.Environment.Scenes
2917 /// <param name="agentID"></param> 2923 /// <param name="agentID"></param>
2918 public bool CloseConnection(UUID agentID) 2924 public bool CloseConnection(UUID agentID)
2919 { 2925 {
2920 ScenePresence presence = m_innerScene.GetScenePresence(agentID); 2926 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
2921 2927
2922 if (presence != null) 2928 if (presence != null)
2923 { 2929 {
2924 // Nothing is removed here, so down count it as such 2930 // Nothing is removed here, so down count it as such
2925 // if (presence.IsChildAgent) 2931 // if (presence.IsChildAgent)
2926 // { 2932 // {
2927 // m_innerScene.removeUserCount(false); 2933 // m_sceneGraph.removeUserCount(false);
2928 // } 2934 // }
2929 // else 2935 // else
2930 // { 2936 // {
2931 // m_innerScene.removeUserCount(true); 2937 // m_sceneGraph.removeUserCount(true);
2932 // } 2938 // }
2933 2939
2934 // Tell a single agent to disconnect from the region. 2940 // Tell a single agent to disconnect from the region.
@@ -3501,7 +3507,7 @@ namespace OpenSim.Region.Environment.Scenes
3501 } 3507 }
3502 else 3508 else
3503 { 3509 {
3504 m_innerScene.removeUserCount(!m_scenePresences[agentID].IsChildAgent); 3510 m_sceneGraph.removeUserCount(!m_scenePresences[agentID].IsChildAgent);
3505 3511
3506 m_scenePresences[agentID].ControllingClient.Kick(Utils.BytesToString(reason)); 3512 m_scenePresences[agentID].ControllingClient.Kick(Utils.BytesToString(reason));
3507 m_scenePresences[agentID].ControllingClient.Close(true); 3513 m_scenePresences[agentID].ControllingClient.Close(true);
@@ -3872,7 +3878,7 @@ namespace OpenSim.Region.Environment.Scenes
3872 3878
3873 #endregion 3879 #endregion
3874 3880
3875 #region InnerScene wrapper methods 3881 #region SceneGraph wrapper methods
3876 3882
3877 /// <summary> 3883 /// <summary>
3878 /// 3884 ///
@@ -3881,22 +3887,22 @@ namespace OpenSim.Region.Environment.Scenes
3881 /// <returns></returns> 3887 /// <returns></returns>
3882 public UUID ConvertLocalIDToFullID(uint localID) 3888 public UUID ConvertLocalIDToFullID(uint localID)
3883 { 3889 {
3884 return m_innerScene.ConvertLocalIDToFullID(localID); 3890 return m_sceneGraph.ConvertLocalIDToFullID(localID);
3885 } 3891 }
3886 3892
3887 public void SwapRootAgentCount(bool rootChildChildRootTF) 3893 public void SwapRootAgentCount(bool rootChildChildRootTF)
3888 { 3894 {
3889 m_innerScene.SwapRootChildAgent(rootChildChildRootTF); 3895 m_sceneGraph.SwapRootChildAgent(rootChildChildRootTF);
3890 } 3896 }
3891 3897
3892 public void AddPhysicalPrim(int num) 3898 public void AddPhysicalPrim(int num)
3893 { 3899 {
3894 m_innerScene.AddPhysicalPrim(num); 3900 m_sceneGraph.AddPhysicalPrim(num);
3895 } 3901 }
3896 3902
3897 public void RemovePhysicalPrim(int num) 3903 public void RemovePhysicalPrim(int num)
3898 { 3904 {
3899 m_innerScene.RemovePhysicalPrim(num); 3905 m_sceneGraph.RemovePhysicalPrim(num);
3900 } 3906 }
3901 3907
3902 //The idea is to have a group of method that return a list of avatars meeting some requirement 3908 //The idea is to have a group of method that return a list of avatars meeting some requirement
@@ -3909,7 +3915,7 @@ namespace OpenSim.Region.Environment.Scenes
3909 /// <returns></returns> 3915 /// <returns></returns>
3910 public List<ScenePresence> GetAvatars() 3916 public List<ScenePresence> GetAvatars()
3911 { 3917 {
3912 return m_innerScene.GetAvatars(); 3918 return m_sceneGraph.GetAvatars();
3913 } 3919 }
3914 3920
3915 /// <summary> 3921 /// <summary>
@@ -3919,7 +3925,7 @@ namespace OpenSim.Region.Environment.Scenes
3919 /// <returns></returns> 3925 /// <returns></returns>
3920 public List<ScenePresence> GetScenePresences() 3926 public List<ScenePresence> GetScenePresences()
3921 { 3927 {
3922 return m_innerScene.GetScenePresences(); 3928 return m_sceneGraph.GetScenePresences();
3923 } 3929 }
3924 3930
3925 /// <summary> 3931 /// <summary>
@@ -3930,7 +3936,7 @@ namespace OpenSim.Region.Environment.Scenes
3930 /// <returns></returns> 3936 /// <returns></returns>
3931 public List<ScenePresence> GetScenePresences(FilterAvatarList filter) 3937 public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
3932 { 3938 {
3933 return m_innerScene.GetScenePresences(filter); 3939 return m_sceneGraph.GetScenePresences(filter);
3934 } 3940 }
3935 3941
3936 /// <summary> 3942 /// <summary>
@@ -3940,7 +3946,7 @@ namespace OpenSim.Region.Environment.Scenes
3940 /// <returns></returns> 3946 /// <returns></returns>
3941 public ScenePresence GetScenePresence(UUID avatarID) 3947 public ScenePresence GetScenePresence(UUID avatarID)
3942 { 3948 {
3943 return m_innerScene.GetScenePresence(avatarID); 3949 return m_sceneGraph.GetScenePresence(avatarID);
3944 } 3950 }
3945 3951
3946 /// <summary> 3952 /// <summary>
@@ -4005,7 +4011,7 @@ namespace OpenSim.Region.Environment.Scenes
4005 /// <returns></returns> 4011 /// <returns></returns>
4006 public SceneObjectPart GetSceneObjectPart(string name) 4012 public SceneObjectPart GetSceneObjectPart(string name)
4007 { 4013 {
4008 return m_innerScene.GetSceneObjectPart(name); 4014 return m_sceneGraph.GetSceneObjectPart(name);
4009 } 4015 }
4010 4016
4011 /// <summary> 4017 /// <summary>
@@ -4015,7 +4021,7 @@ namespace OpenSim.Region.Environment.Scenes
4015 /// <returns></returns> 4021 /// <returns></returns>
4016 public SceneObjectPart GetSceneObjectPart(uint localID) 4022 public SceneObjectPart GetSceneObjectPart(uint localID)
4017 { 4023 {
4018 return m_innerScene.GetSceneObjectPart(localID); 4024 return m_sceneGraph.GetSceneObjectPart(localID);
4019 } 4025 }
4020 4026
4021 /// <summary> 4027 /// <summary>
@@ -4025,22 +4031,22 @@ namespace OpenSim.Region.Environment.Scenes
4025 /// <returns></returns> 4031 /// <returns></returns>
4026 public SceneObjectPart GetSceneObjectPart(UUID fullID) 4032 public SceneObjectPart GetSceneObjectPart(UUID fullID)
4027 { 4033 {
4028 return m_innerScene.GetSceneObjectPart(fullID); 4034 return m_sceneGraph.GetSceneObjectPart(fullID);
4029 } 4035 }
4030 4036
4031 internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) 4037 internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar)
4032 { 4038 {
4033 return m_innerScene.TryGetAvatar(avatarId, out avatar); 4039 return m_sceneGraph.TryGetAvatar(avatarId, out avatar);
4034 } 4040 }
4035 4041
4036 internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 4042 internal bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
4037 { 4043 {
4038 return m_innerScene.TryGetAvatarByName(avatarName, out avatar); 4044 return m_sceneGraph.TryGetAvatarByName(avatarName, out avatar);
4039 } 4045 }
4040 4046
4041 internal void ForEachClient(Action<IClientAPI> action) 4047 internal void ForEachClient(Action<IClientAPI> action)
4042 { 4048 {
4043 m_innerScene.ForEachClient(action); 4049 m_sceneGraph.ForEachClient(action);
4044 } 4050 }
4045 4051
4046 /// <summary> 4052 /// <summary>
@@ -4050,7 +4056,7 @@ namespace OpenSim.Region.Environment.Scenes
4050 /// <returns></returns> 4056 /// <returns></returns>
4051 public List<EntityBase> GetEntities() 4057 public List<EntityBase> GetEntities()
4052 { 4058 {
4053 return m_innerScene.GetEntities(); 4059 return m_sceneGraph.GetEntities();
4054 } 4060 }
4055 4061
4056 #endregion 4062 #endregion
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/SceneGraph.cs
index c8f4a72..ab0ec1f 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneGraph.cs
@@ -39,7 +39,11 @@ namespace OpenSim.Region.Environment.Scenes
39{ 39{
40 public delegate void PhysicsCrash(); 40 public delegate void PhysicsCrash();
41 41
42 public class InnerScene 42 /// <summary>
43 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
44 /// should be migrated out over time.
45 /// </summary>
46 public class SceneGraph
43 { 47 {
44 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 49
@@ -77,7 +81,7 @@ namespace OpenSim.Region.Environment.Scenes
77 81
78 #endregion 82 #endregion
79 83
80 protected internal InnerScene(Scene parent, RegionInfo regInfo) 84 protected internal SceneGraph(Scene parent, RegionInfo regInfo)
81 { 85 {
82 m_parentScene = parent; 86 m_parentScene = parent;
83 m_regInfo = regInfo; 87 m_regInfo = regInfo;
@@ -1698,6 +1702,7 @@ namespace OpenSim.Region.Environment.Scenes
1698 } 1702 }
1699 return null; 1703 return null;
1700 } 1704 }
1705
1701 /// <summary> 1706 /// <summary>
1702 /// Calculates the distance between two Vector3s 1707 /// Calculates the distance between two Vector3s
1703 /// </summary> 1708 /// </summary>
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index f5c5838..4f00843 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1051,13 +1051,13 @@ namespace OpenSim.Region.Environment.Scenes
1051 scriptScore = 0; 1051 scriptScore = 0;
1052 1052
1053 scriptScore += (float)count; 1053 scriptScore += (float)count;
1054 InnerScene d = m_scene.m_innerScene; 1054 SceneGraph d = m_scene.m_sceneGraph;
1055 d.AddToScriptLPS(count); 1055 d.AddToScriptLPS(count);
1056 } 1056 }
1057 1057
1058 public void AddActiveScriptCount(int count) 1058 public void AddActiveScriptCount(int count)
1059 { 1059 {
1060 InnerScene d = m_scene.m_innerScene; 1060 SceneGraph d = m_scene.m_sceneGraph;
1061 d.AddActiveScripts(count); 1061 d.AddActiveScripts(count);
1062 } 1062 }
1063 1063
@@ -1672,7 +1672,7 @@ namespace OpenSim.Region.Environment.Scenes
1672 1672
1673 public void QueueForUpdateCheck() 1673 public void QueueForUpdateCheck()
1674 { 1674 {
1675 m_scene.m_innerScene.AddToUpdateList(this); 1675 m_scene.m_sceneGraph.AddToUpdateList(this);
1676 } 1676 }
1677 1677
1678 /// <summary> 1678 /// <summary>
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index bfd210e..af17fac 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -2483,7 +2483,7 @@ namespace OpenSim.Region.Environment.Scenes
2483 foreach (SceneObjectGroup grp in m_attachments) 2483 foreach (SceneObjectGroup grp in m_attachments)
2484 { 2484 {
2485 // ControllingClient may be null at this point! 2485 // ControllingClient may be null at this point!
2486 m_scene.m_innerScene.DetachSingleAttachmentToInv(grp.GetFromAssetID(), ControllingClient); 2486 m_scene.m_sceneGraph.DetachSingleAttachmentToInv(grp.GetFromAssetID(), ControllingClient);
2487 } 2487 }
2488 } 2488 }
2489 catch (InvalidOperationException) 2489 catch (InvalidOperationException)