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authorDan Lake2011-11-02 14:59:00 -0700
committerDan Lake2011-11-02 14:59:00 -0700
commite2c51a977d42822fe78ae0744117afb7bf509d35 (patch)
treebf145756d32fec7dc295510269447f458ccaf1ea /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentRemoved redundant SceneContents property from Scene. It's the same as SceneGr... (diff)
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Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 29966f9..71c39b2 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3211,7 +3211,7 @@ namespace OpenSim.Region.Framework.Scenes
3211 foreach (ISceneObject so in cAgent.AttachmentObjects) 3211 foreach (ISceneObject so in cAgent.AttachmentObjects)
3212 { 3212 {
3213 ((SceneObjectGroup)so).LocalId = 0; 3213 ((SceneObjectGroup)so).LocalId = 0;
3214 ((SceneObjectGroup)so).RootPart.UpdateFlag = 0; 3214 ((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
3215 so.SetState(cAgent.AttachmentObjectStates[i++], m_scene); 3215 so.SetState(cAgent.AttachmentObjectStates[i++], m_scene);
3216 m_scene.IncomingCreateObject(so); 3216 m_scene.IncomingCreateObject(so);
3217 } 3217 }