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authorJustin Clark-Casey (justincc)2012-05-19 03:17:21 +0100
committerJustin Clark-Casey (justincc)2012-05-19 03:17:21 +0100
commit3f2a727b6d6b0cf6c2e2c7ef11ebd0f3f1fefa83 (patch)
tree93da9fb560913a6d9d7a0288293d607d68461fff /OpenSim/Region/RegionCombinerModule
parentAdd some method doc to RegionCombinerModule. Clean up log messages. (diff)
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Remove recent IRegionCombinerModule.IsMegaregion(). In theory, there can be more than one megaregion in a simulator, separated by water.
Rename IsRootRegion() to IsRootForMegaregion()
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs13
1 files changed, 2 insertions, 11 deletions
diff --git a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
index 3af5cc2..fadc30d 100644
--- a/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
+++ b/OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
@@ -58,20 +58,11 @@ namespace OpenSim.Region.RegionCombinerModule
58 get { return null; } 58 get { return null; }
59 } 59 }
60 60
61 public bool IsMegaregion
62 {
63 get
64 {
65 lock (m_startingScenes)
66 return m_startingScenes.Count > 1;
67 }
68 }
69
70 /// <summary> 61 /// <summary>
71 /// This holds the root regions for the megaregions. 62 /// This holds the root regions for the megaregions.
72 /// </summary> 63 /// </summary>
73 /// <remarks> 64 /// <remarks>
74 /// At this point we can actually assume there is only ever one megaregion (and hence only one entry here). 65 /// Usually there is only ever one megaregion (and hence only one entry here).
75 /// </remarks> 66 /// </remarks>
76 private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>(); 67 private Dictionary<UUID, RegionConnections> m_regions = new Dictionary<UUID, RegionConnections>();
77 68
@@ -122,7 +113,7 @@ namespace OpenSim.Region.RegionCombinerModule
122 } 113 }
123 } 114 }
124 115
125 public bool IsRootRegion(UUID sceneId) 116 public bool IsRootForMegaregion(UUID sceneId)
126 { 117 {
127 lock (m_regions) 118 lock (m_regions)
128 return m_regions.ContainsKey(sceneId); 119 return m_regions.ContainsKey(sceneId);