From aa19ccf65c9cd235e0ba941e9832c5240df4412c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 14 Oct 2011 01:45:46 +0100 Subject: refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 ++-- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- .../Agent/InternetRelayClientView/Server/IRCClientView.cs | 2 +- OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs | 2 +- 5 files changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') 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 /// Generate one of the object update packets based on PrimUpdateFlags /// and broadcast the packet to clients /// - public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) + public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) { //double priority = m_prioritizer.GetUpdatePriority(this, entity); uint priority = m_prioritizer.GetUpdatePriority(this, entity); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4abece1..e52131e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3017,7 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes //if (LocalId != ParentGroup.RootPart.LocalId) //isattachment = ParentGroup.RootPart.IsAttachment; - remoteClient.SendPrimUpdate(this, PrimUpdateFlags.FullUpdate); + remoteClient.SendEntityUpdate(this, PrimUpdateFlags.FullUpdate); ParentGroup.Scene.StatsReporter.AddObjectUpdates(1); } @@ -4793,7 +4793,7 @@ namespace OpenSim.Region.Framework.Scenes // Causes this thread to dig into the Client Thread Data. // Remember your locking here! - remoteClient.SendPrimUpdate( + remoteClient.SendEntityUpdate( this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 93a25b5..972e7fc 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2447,7 +2447,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity); - remoteClient.SendPrimUpdate( + remoteClient.SendEntityUpdate( this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index f6656c2..84f45a8 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -1062,7 +1062,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server } - public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) + public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) { } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index edb618e..73d8828 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -640,7 +640,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } - public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) + public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) { } -- cgit v1.1