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authorJeff Ames2008-06-18 03:50:39 +0000
committerJeff Ames2008-06-18 03:50:39 +0000
commita728417eda4a2cb2d8e301de9ccb7d0d4d8be8b2 (patch)
tree09057d5714526ab3df816432673bbef9a4da6f05 /OpenSim/Region/Environment
parentmake neb happy. I found where we initialized the dynamic textures to (diff)
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Minor formatting cleanup.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs14
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs40
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs68
3 files changed, 53 insertions, 69 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
index 3d7273e..199539b 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestExecution.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -37,7 +37,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
37 /// Method called when all the necessary assets for an archive request have been received. 37 /// Method called when all the necessary assets for an archive request have been received.
38 /// </summary> 38 /// </summary>
39 public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets); 39 public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
40 40
41 /// <summary> 41 /// <summary>
42 /// Execute the write of an archive once we have received all the necessary data 42 /// Execute the write of an archive once we have received all the necessary data
43 /// </summary> 43 /// </summary>
@@ -46,14 +46,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 protected string m_savePath; 48 protected string m_savePath;
49 protected string m_serializedEntities; 49 protected string m_serializedEntities;
50 50
51 public ArchiveWriteRequestExecution(string serializedEntities, string savePath) 51 public ArchiveWriteRequestExecution(string serializedEntities, string savePath)
52 { 52 {
53 m_serializedEntities = serializedEntities; 53 m_serializedEntities = serializedEntities;
54 m_savePath = savePath; 54 m_savePath = savePath;
55 } 55 }
56 56
57 protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets) 57 protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
58 { 58 {
59 m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count); 59 m_log.DebugFormat("[ARCHIVER]: Received all {0} assets required", assets.Count);
@@ -61,13 +61,13 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
61 TarArchiveWriter archive = new TarArchiveWriter(); 61 TarArchiveWriter archive = new TarArchiveWriter();
62 62
63 archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities); 63 archive.AddFile(ArchiveConstants.PRIMS_PATH, m_serializedEntities);
64 64
65 AssetsArchiver assetsArchiver = new AssetsArchiver(assets); 65 AssetsArchiver assetsArchiver = new AssetsArchiver(assets);
66 assetsArchiver.Archive(archive); 66 assetsArchiver.Archive(archive);
67 67
68 archive.WriteTar(m_savePath); 68 archive.WriteTar(m_savePath);
69 69
70 m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath); 70 m_log.InfoFormat("[ARCHIVER]: Wrote out OpenSimulator archive {0}", m_savePath);
71 } 71 }
72 } 72 }
73} 73}
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 5ff435c..a0c6dbf 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -47,14 +47,14 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 protected Scene m_scene; 49 protected Scene m_scene;
50 protected string m_savePath; 50 protected string m_savePath;
51 51
52 /// <summary> 52 /// <summary>
53 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate 53 /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
54 /// asset was found by the asset service. 54 /// asset was found by the asset service.
55 /// </summary> 55 /// </summary>
56 protected AssetBase m_requestedObjectAsset; 56 protected AssetBase m_requestedObjectAsset;
57 57
58 /// <summary> 58 /// <summary>
59 /// Signal whether we are currently waiting for the asset service to deliver an asset. 59 /// Signal whether we are currently waiting for the asset service to deliver an asset.
60 /// </summary> 60 /// </summary>
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
68 m_scene = scene; 68 m_scene = scene;
69 m_savePath = savePath; 69 m_savePath = savePath;
70 } 70 }
71 71
72 /// <summary> 72 /// <summary>
73 /// The callback made when we request the asset for an object from the asset service. 73 /// The callback made when we request the asset for an object from the asset service.
74 /// </summary> 74 /// </summary>
@@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
81 Monitor.Pulse(this); 81 Monitor.Pulse(this);
82 } 82 }
83 } 83 }
84 84
85 /// <summary> 85 /// <summary>
86 /// Get all the asset uuids associated with a given object. This includes both those directly associated with 86 /// Get all the asset uuids associated with a given object. This includes both those directly associated with
87 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained 87 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
@@ -93,17 +93,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
93 { 93 {
94 m_log.DebugFormat( 94 m_log.DebugFormat(
95 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID); 95 "[ARCHIVER]: Getting assets for object {0}, {1}", sceneObject.RootPart.Name, sceneObject.UUID);
96 96
97 foreach (SceneObjectPart part in sceneObject.GetParts()) 97 foreach (SceneObjectPart part in sceneObject.GetParts())
98 { 98 {
99 m_log.DebugFormat( 99 m_log.DebugFormat(
100 "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); 100 "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
101 101
102 LLObject.TextureEntry textureEntry = part.Shape.Textures; 102 LLObject.TextureEntry textureEntry = part.Shape.Textures;
103 103
104 // Get the prim's default texture. This will be used for faces which don't have their own texture 104 // Get the prim's default texture. This will be used for faces which don't have their own texture
105 assetUuids[textureEntry.DefaultTexture.TextureID] = 1; 105 assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
106 106
107 // XXX: Not a great way to iterate through face textures, but there's no 107 // XXX: Not a great way to iterate through face textures, but there's no
108 // other method available to tell how many faces there actually are 108 // other method available to tell how many faces there actually are
109 int i = 0; 109 int i = 0;
@@ -114,26 +114,26 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
114 m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); 114 m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
115 assetUuids[texture.TextureID] = 1; 115 assetUuids[texture.TextureID] = 1;
116 } 116 }
117 } 117 }
118 118
119 foreach (TaskInventoryItem tii in part.TaskInventory.Values) 119 foreach (TaskInventoryItem tii in part.TaskInventory.Values)
120 { 120 {
121 if (!assetUuids.ContainsKey(tii.AssetID)) 121 if (!assetUuids.ContainsKey(tii.AssetID))
122 { 122 {
123 assetUuids[tii.AssetID] = 1; 123 assetUuids[tii.AssetID] = 1;
124 124
125 if (tii.Type != (int)InventoryType.Object) 125 if (tii.Type != (int)InventoryType.Object)
126 { 126 {
127 m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID); 127 m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tii.AssetID, part.UUID);
128 } 128 }
129 else 129 else
130 { 130 {
131 m_waitingForObjectAsset = true; 131 m_waitingForObjectAsset = true;
132 m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true); 132 m_scene.AssetCache.GetAsset(tii.AssetID, AssetRequestCallback, true);
133 133
134 // The asset cache callback can either 134 // The asset cache callback can either
135 // 135 //
136 // 1. Complete on the same thread (if the asset is already in the cache) or 136 // 1. Complete on the same thread (if the asset is already in the cache) or
137 // 2. Come in via a different thread (if we need to go fetch it). 137 // 2. Come in via a different thread (if we need to go fetch it).
138 // 138 //
139 // The code below handles both these alternatives. 139 // The code below handles both these alternatives.
@@ -141,11 +141,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
141 { 141 {
142 if (m_waitingForObjectAsset) 142 if (m_waitingForObjectAsset)
143 { 143 {
144 Monitor.Wait(this); 144 Monitor.Wait(this);
145 m_waitingForObjectAsset = false; 145 m_waitingForObjectAsset = false;
146 } 146 }
147 } 147 }
148 148
149 if (null != m_requestedObjectAsset) 149 if (null != m_requestedObjectAsset)
150 { 150 {
151 string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data); 151 string xml = Helpers.FieldToUTF8String(m_requestedObjectAsset.Data);
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
156 } 156 }
157 } 157 }
158 } 158 }
159 } 159 }
160 160
161 public void ArchiveRegion() 161 public void ArchiveRegion()
162 { 162 {
@@ -180,7 +180,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
180 m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count); 180 m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} assets", assetUuids.Count);
181 181
182 // Asynchronously request all the assets required to perform this archive operation 182 // Asynchronously request all the assets required to perform this archive operation
183 ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath); 183 ArchiveWriteRequestExecution awre = new ArchiveWriteRequestExecution(serializedEntities, m_savePath);
184 new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute(); 184 new AssetsRequest(assetUuids.Keys, m_scene.AssetCache, awre.ReceivedAllAssets).Execute();
185 } 185 }
186 } 186 }
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 7adfeca..04ce8d4 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -79,12 +79,12 @@ namespace OpenSim.Region.Environment.Scenes
79 private int m_timePhase = 24; 79 private int m_timePhase = 24;
80 80
81 private readonly Mutex updateLock; 81 private readonly Mutex updateLock;
82 82
83 /// <summary> 83 /// <summary>
84 /// Are we applying physics to any of the prims in this scene? 84 /// Are we applying physics to any of the prims in this scene?
85 /// </summary> 85 /// </summary>
86 public bool m_physicalPrim; 86 public bool m_physicalPrim;
87 87
88 public bool m_seeIntoRegionFromNeighbor; 88 public bool m_seeIntoRegionFromNeighbor;
89 public int MaxUndoCount = 5; 89 public int MaxUndoCount = 5;
90 private int m_RestartTimerCounter; 90 private int m_RestartTimerCounter;
@@ -410,7 +410,6 @@ namespace OpenSim.Region.Environment.Scenes
410 if (!CheckNeighborRegion(region)) 410 if (!CheckNeighborRegion(region))
411 { 411 {
412 m_neighbours.Add(region); 412 m_neighbours.Add(region);
413
414 } 413 }
415 } 414 }
416 } 415 }
@@ -430,9 +429,8 @@ namespace OpenSim.Region.Environment.Scenes
430 } 429 }
431 } 430 }
432 return found; 431 return found;
433
434
435 } 432 }
433
436 public virtual void Restart(float seconds) 434 public virtual void Restart(float seconds)
437 { 435 {
438 // notifications are done in 15 second increments 436 // notifications are done in 15 second increments
@@ -779,17 +777,14 @@ namespace OpenSim.Region.Environment.Scenes
779 catch (AccessViolationException e) 777 catch (AccessViolationException e)
780 { 778 {
781 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 779 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
782
783 } 780 }
784 catch (NullReferenceException e) 781 catch (NullReferenceException e)
785 { 782 {
786 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 783 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
787
788 } 784 }
789 catch (InvalidOperationException e) 785 catch (InvalidOperationException e)
790 { 786 {
791 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 787 m_log.Error("[Scene]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
792
793 } 788 }
794 catch (Exception e) 789 catch (Exception e)
795 { 790 {
@@ -873,7 +868,7 @@ namespace OpenSim.Region.Environment.Scenes
873 /// <returns></returns> 868 /// <returns></returns>
874 public void Backup() 869 public void Backup()
875 { 870 {
876 EventManager.TriggerOnBackup(m_storageManager.DataStore); 871 EventManager.TriggerOnBackup(m_storageManager.DataStore);
877 m_backingup = false; 872 m_backingup = false;
878 //return true; 873 //return true;
879 } 874 }
@@ -1188,12 +1183,8 @@ namespace OpenSim.Region.Environment.Scenes
1188 continue; 1183 continue;
1189 1184
1190 LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA; 1185 LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA;
1191
1192 // Not sure why some of these are null, oh well.
1193
1194
1195
1196 1186
1187 // Not sure why some of these are null, oh well.
1197 1188
1198 int colorr = 255 - (int)(texcolor.R * 255f); 1189 int colorr = 255 - (int)(texcolor.R * 255f);
1199 int colorg = 255 - (int)(texcolor.G * 255f); 1190 int colorg = 255 - (int)(texcolor.G * 255f);
@@ -1314,8 +1305,6 @@ namespace OpenSim.Region.Environment.Scenes
1314 return; 1305 return;
1315 } 1306 }
1316 1307
1317
1318
1319 LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID; 1308 LLUUID lastMapRegionUUID = m_regInfo.lastMapUUID;
1320 1309
1321 int lastMapRefresh = 0; 1310 int lastMapRefresh = 0;
@@ -1325,23 +1314,25 @@ namespace OpenSim.Region.Environment.Scenes
1325 try 1314 try
1326 { 1315 {
1327 lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh); 1316 lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
1328 } catch (ArgumentException) 1317 }
1329 {} 1318 catch (ArgumentException)
1319 {
1320 }
1330 catch (FormatException) 1321 catch (FormatException)
1331 {} 1322 {
1323 }
1332 catch (OverflowException) 1324 catch (OverflowException)
1333 {} 1325 {
1326 }
1334 1327
1335 LLUUID TerrainImageLLUUID = LLUUID.Random(); 1328 LLUUID TerrainImageLLUUID = LLUUID.Random();
1336 1329
1337 if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch()) 1330 if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
1338 { 1331 {
1339
1340 m_regInfo.SaveLastMapUUID(TerrainImageLLUUID); 1332 m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
1341 1333
1342 m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE"); 1334 m_log.Warn("[MAPTILE]: STORING MAPTILE IMAGE");
1343 //Extra protection.. probably not needed. 1335 //Extra protection.. probably not needed.
1344
1345 } 1336 }
1346 else 1337 else
1347 { 1338 {
@@ -1349,16 +1340,14 @@ namespace OpenSim.Region.Environment.Scenes
1349 m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID"); 1340 m_log.Warn("[MAPTILE]: REUSING OLD MAPTILE IMAGE ID");
1350 } 1341 }
1351 1342
1352
1353
1354 m_regInfo.EstateSettings.terrainImageID = TerrainImageLLUUID; 1343 m_regInfo.EstateSettings.terrainImageID = TerrainImageLLUUID;
1355 1344
1356 AssetBase asset = new AssetBase(); 1345 AssetBase asset = new AssetBase();
1357 asset.FullID = m_regInfo.EstateSettings.terrainImageID; 1346 asset.FullID = m_regInfo.EstateSettings.terrainImageID;
1358 asset.Data = data; 1347 asset.Data = data;
1359 asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString(); 1348 asset.Name = "terrainImage_" + m_regInfo.RegionID.ToString() + "_" + lastMapRefresh.ToString();
1360 asset.Description = RegionInfo.RegionName; 1349 asset.Description = RegionInfo.RegionName;
1361 1350
1362 asset.Type = 0; 1351 asset.Type = 0;
1363 asset.Temporary = temporary; 1352 asset.Temporary = temporary;
1364 AssetCache.AddAsset(asset); 1353 AssetCache.AddAsset(asset);
@@ -1379,22 +1368,23 @@ namespace OpenSim.Region.Environment.Scenes
1379 lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh); 1368 lastMapRefresh = Convert.ToInt32(m_regInfo.lastMapRefresh);
1380 } 1369 }
1381 catch (ArgumentException) 1370 catch (ArgumentException)
1382 { } 1371 {
1372 }
1383 catch (FormatException) 1373 catch (FormatException)
1384 { } 1374 {
1375 }
1385 catch (OverflowException) 1376 catch (OverflowException)
1386 { } 1377 {
1378 }
1387 1379
1388 LLUUID TerrainImageLLUUID = LLUUID.Random(); 1380 LLUUID TerrainImageLLUUID = LLUUID.Random();
1389 1381
1390 if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch()) 1382 if (lastMapRegionUUID == LLUUID.Zero || (lastMapRefresh + RefreshSeconds) < Util.UnixTimeSinceEpoch())
1391 { 1383 {
1392
1393 m_regInfo.SaveLastMapUUID(TerrainImageLLUUID); 1384 m_regInfo.SaveLastMapUUID(TerrainImageLLUUID);
1394 1385
1395 //m_log.Warn(terrainImageID); 1386 //m_log.Warn(terrainImageID);
1396 //Extra protection.. probably not needed. 1387 //Extra protection.. probably not needed.
1397
1398 } 1388 }
1399 else 1389 else
1400 { 1390 {
@@ -1402,7 +1392,7 @@ namespace OpenSim.Region.Environment.Scenes
1402 } 1392 }
1403 1393
1404 m_regInfo.EstateSettings.terrainImageID = TerrainImageLLUUID; 1394 m_regInfo.EstateSettings.terrainImageID = TerrainImageLLUUID;
1405 1395
1406 AssetBase asset = new AssetBase(); 1396 AssetBase asset = new AssetBase();
1407 asset.FullID = m_regInfo.EstateSettings.terrainImageID; 1397 asset.FullID = m_regInfo.EstateSettings.terrainImageID;
1408 asset.Data = data; 1398 asset.Data = data;
@@ -1579,10 +1569,10 @@ namespace OpenSim.Region.Environment.Scenes
1579 { 1569 {
1580 //m_log.DebugFormat( 1570 //m_log.DebugFormat(
1581 // "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName); 1571 // "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName);
1582 1572
1583 SceneObjectGroup sceneOb = 1573 SceneObjectGroup sceneOb =
1584 new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); 1574 new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
1585 1575
1586 SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); 1576 SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
1587 // if grass or tree, make phantom 1577 // if grass or tree, make phantom
1588 //rootPart.TrimPermissions(); 1578 //rootPart.TrimPermissions();
@@ -2980,9 +2970,6 @@ namespace OpenSim.Region.Environment.Scenes
2980 { 2970 {
2981 if (controller.AgentId != godID) 2971 if (controller.AgentId != godID)
2982 controller.Kick(Helpers.FieldToUTF8String(reason)); 2972 controller.Kick(Helpers.FieldToUTF8String(reason));
2983
2984
2985
2986 } 2973 }
2987 ); 2974 );
2988 2975
@@ -3261,13 +3248,11 @@ namespace OpenSim.Region.Environment.Scenes
3261 3248
3262 public void TriggerObjectChanged(uint localID, uint change) 3249 public void TriggerObjectChanged(uint localID, uint change)
3263 { 3250 {
3264
3265 m_eventManager.TriggerOnScriptChangedEvent(localID, change); 3251 m_eventManager.TriggerOnScriptChangedEvent(localID, change);
3266 } 3252 }
3267 3253
3268 public void TriggerAtTargetEvent(uint localID, uint handle, LLVector3 targetpos, LLVector3 currentpos) 3254 public void TriggerAtTargetEvent(uint localID, uint handle, LLVector3 targetpos, LLVector3 currentpos)
3269 { 3255 {
3270
3271 m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos); 3256 m_eventManager.TriggerAtTargetEvent(localID, handle, targetpos, currentpos);
3272 } 3257 }
3273 3258
@@ -3331,6 +3316,7 @@ namespace OpenSim.Region.Environment.Scenes
3331 return false; 3316 return false;
3332 } 3317 }
3333 } 3318 }
3319
3334 public bool scriptDanger(uint localID, LLVector3 pos) 3320 public bool scriptDanger(uint localID, LLVector3 pos)
3335 { 3321 {
3336 SceneObjectPart part = GetSceneObjectPart(localID); 3322 SceneObjectPart part = GetSceneObjectPart(localID);
@@ -3351,7 +3337,6 @@ namespace OpenSim.Region.Environment.Scenes
3351 { 3337 {
3352 LLVector3 pos = part.GetWorldPosition(); 3338 LLVector3 pos = part.GetWorldPosition();
3353 return scriptDanger(part, pos); 3339 return scriptDanger(part, pos);
3354
3355 } 3340 }
3356 else 3341 else
3357 { 3342 {
@@ -3589,8 +3574,7 @@ namespace OpenSim.Region.Environment.Scenes
3589 } 3574 }
3590 return visualParams; 3575 return visualParams;
3591 } 3576 }
3592 #endregion
3593
3594 3577
3578 #endregion
3595 } 3579 }
3596} 3580}