From 0e180b0ad30d5f468be1c239865688449b8747cc Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Mon, 10 Nov 2008 20:04:55 +0000
Subject: * refactor: Expose SOG.SetRootPart for outsiders to use rather than
setting RootPart and adding the part separately * Make RootPart read only
---
OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 8 +++++---
OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs | 6 ++----
2 files changed, 7 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes')
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 8f88d8e..d2bd698 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -184,10 +184,12 @@ namespace OpenSim.Region.Environment.Scenes
set { m_parts = value; }
}
+ ///
+ /// The root part of this scene object
+ ///
public SceneObjectPart RootPart
{
get { return m_rootPart; }
- set { m_rootPart = value; }
}
public ulong RegionHandle
@@ -877,7 +879,7 @@ namespace OpenSim.Region.Environment.Scenes
/// Set a part to act as the root part for this scene object
///
///
- private void SetRootPart(SceneObjectPart part)
+ public void SetRootPart(SceneObjectPart part)
{
part.SetParent(this);
part.ParentID = 0;
@@ -1886,7 +1888,7 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.UnlinkSceneObject(objectGroup.UUID, true);
objectGroup.Children.Clear();
- objectGroup.RootPart = null;
+ objectGroup.m_rootPart = null;
// TODO Deleting the original group object may cause problems later on if they have already
// made it into the update queue. However, sending out updates for those parts is now
diff --git a/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs
index 4a038e2..de37eb4 100644
--- a/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs
@@ -78,10 +78,8 @@ namespace OpenSim.Region.Environment.Scenes.Tests
SceneObjectPart part
= new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero);
//part.UpdatePrimFlags(false, false, true);
- part.ObjectFlags |= (uint)PrimFlags.Phantom;
-
- sceneObject.RootPart = part;
- sceneObject.AddPart(part);
+ part.ObjectFlags |= (uint)PrimFlags.Phantom;
+ sceneObject.SetRootPart(part);
scene.AddNewSceneObject(sceneObject, false);
--
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