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authorJustin Clark-Casey (justincc)2011-10-14 01:45:46 +0100
committerJustin Clark-Casey (justincc)2011-10-14 01:45:46 +0100
commitaa19ccf65c9cd235e0ba941e9832c5240df4412c (patch)
tree48eabbf61b9f39c6b5d1310cfefe3083a5ca4bde /OpenSim/Region/ClientStack
parentExtract NullPhysicsScene from PhysicsScene to improve code readability (diff)
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refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 024ebce..c30e559 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -3592,7 +3592,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3592 /// Generate one of the object update packets based on PrimUpdateFlags 3592 /// Generate one of the object update packets based on PrimUpdateFlags
3593 /// and broadcast the packet to clients 3593 /// and broadcast the packet to clients
3594 /// </summary> 3594 /// </summary>
3595 public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3595 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3596 { 3596 {
3597 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3597 //double priority = m_prioritizer.GetUpdatePriority(this, entity);
3598 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3598 uint priority = m_prioritizer.GetUpdatePriority(this, entity);