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authorMW2009-06-26 12:09:43 +0000
committerMW2009-06-26 12:09:43 +0000
commit7a2c41dea0f1faf1c6de88d1a3da934d178bae84 (patch)
tree1a4f523917da00efd99366ce815c180888c9be1b /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentEnable the RemoteAdmin module to save regions as ini files rather than XML (diff)
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Extracted the code that handles the sending of prim updates to the client, from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes.
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a9a150a..dd00ff4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1145,13 +1145,13 @@ if (m_shape != null) {
1145 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 1145 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
1146 for (int i = 0; i < avatars.Count; i++) 1146 for (int i = 0; i < avatars.Count; i++)
1147 { 1147 {
1148 avatars[i].QueuePartForUpdate(this); 1148 avatars[i].SceneViewer.QueuePartForUpdate(this);
1149 } 1149 }
1150 } 1150 }
1151 1151
1152 public void AddFullUpdateToAvatar(ScenePresence presence) 1152 public void AddFullUpdateToAvatar(ScenePresence presence)
1153 { 1153 {
1154 presence.QueuePartForUpdate(this); 1154 presence.SceneViewer.QueuePartForUpdate(this);
1155 } 1155 }
1156 1156
1157 public void AddNewParticleSystem(Primitive.ParticleSystem pSystem) 1157 public void AddNewParticleSystem(Primitive.ParticleSystem pSystem)
@@ -1170,13 +1170,13 @@ if (m_shape != null) {
1170 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences(); 1170 List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
1171 for (int i = 0; i < avatars.Count; i++) 1171 for (int i = 0; i < avatars.Count; i++)
1172 { 1172 {
1173 avatars[i].QueuePartForUpdate(this); 1173 avatars[i].SceneViewer.QueuePartForUpdate(this);
1174 } 1174 }
1175 } 1175 }
1176 1176
1177 public void AddTerseUpdateToAvatar(ScenePresence presence) 1177 public void AddTerseUpdateToAvatar(ScenePresence presence)
1178 { 1178 {
1179 presence.QueuePartForUpdate(this); 1179 presence.SceneViewer.QueuePartForUpdate(this);
1180 } 1180 }
1181 1181
1182 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim) 1182 public void AddTextureAnimation(Primitive.TextureAnimation pTexAnim)