From df702417dc6aba6422b3f252023ea551620f8ee2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 26 Aug 2010 16:27:41 +0100
Subject: Remove mono compiler warnings

---
 OpenSim/Region/Framework/Scenes/Prioritizer.cs           |  3 +--
 OpenSim/Region/Framework/Scenes/Scene.cs                 | 12 ------------
 .../Region/Framework/Scenes/SceneCommunicationService.cs |  6 +++---
 OpenSim/Region/Framework/Scenes/SceneGraph.cs            |  2 --
 OpenSim/Region/Framework/Scenes/SceneObjectPart.cs       | 16 ++--------------
 .../Region/Framework/Scenes/SceneObjectPartInventory.cs  |  3 +--
 OpenSim/Region/Framework/Scenes/ScenePresence.cs         |  1 -
 7 files changed, 7 insertions(+), 36 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 505d01f..272f718 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -31,7 +31,7 @@ namespace OpenSim.Region.Framework.Scenes
 
     public class Prioritizer
     {
-        private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+//        private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
         
         /// <summary>
         /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
@@ -75,7 +75,6 @@ namespace OpenSim.Region.Framework.Scenes
                     break;
                 default:
                     throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
-                    break;
             }
             
             // Adjust priority so that root prims are sent to the viewer first.  This is especially important for 
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1f4d022..5fe944d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3608,18 +3608,6 @@ namespace OpenSim.Region.Framework.Scenes
             return true;
         }
 
-        private ILandObject GetParcelAtPoint(float x, float y)
-        {
-            foreach (var parcel in AllParcels())
-            {
-                if (parcel.ContainsPoint((int)x,(int)y))
-                {
-                    return parcel;
-                }
-            }
-            return null;
-        }
-
         /// <summary>
         /// Update an AgentCircuitData object with new information
         /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..88e084e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes
         /// <summary>
         /// A user will arrive shortly, set up appropriate credentials so it can connect
         /// </summary>
-        public event ExpectUserDelegate OnExpectUser;
+//        public event ExpectUserDelegate OnExpectUser;
 
         /// <summary>
         /// A Prim will arrive shortly
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Framework.Scenes
         /// <summary>
         /// A new prim has arrived
         /// </summary>
-        public event PrimCrossing OnPrimCrossingIntoRegion;
+//        public event PrimCrossing OnPrimCrossingIntoRegion;
 
         ///// <summary>
         ///// A New Region is up and available
@@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
         /// <summary>
         /// We have a child agent for this avatar and we're getting a status update about it
         /// </summary>
-        public event ChildAgentUpdate OnChildAgentUpdate;
+//        public event ChildAgentUpdate OnChildAgentUpdate;
         //public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
 
         /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1da4287..5b4ec3b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1700,8 +1700,6 @@ namespace OpenSim.Region.Framework.Scenes
                             SceneObjectPart newRoot = newSet[0];
                             newSet.RemoveAt(0);
 
-                            List<uint> linkIDs = new List<uint>();
-
                             foreach (SceneObjectPart newChild in newSet)
                                 newChild.UpdateFlag = 0;
 
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2ad4223..3ed74e1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4727,20 +4727,8 @@ namespace OpenSim.Region.Framework.Scenes
             if (ParentGroup == null || ParentGroup.IsDeleted)
                 return;
 
-            Vector3 lPos = OffsetPosition;
-
-            if (IsAttachment)
-            {
-                if (ParentGroup.RootPart != this)
-                    return;
-
-                lPos = ParentGroup.RootPart.AttachedPos;
-            }
-            else
-            {
-                if (ParentGroup.RootPart == this)
-                    lPos = AbsolutePosition;
-            }
+            if (IsAttachment && ParentGroup.RootPart != this)                                    
+                return;
             
             // Causes this thread to dig into the Client Thread Data.
             // Remember your locking here!
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index e08fa77..d7767bd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -576,8 +576,7 @@ namespace OpenSim.Region.Framework.Scenes
         }
         
         public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
-        {            
-            UUID ownerID = item.OwnerID;
+        {
             AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
 
             if (null == rezAsset)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 08c6e27..a4eae42 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2327,7 +2327,6 @@ namespace OpenSim.Region.Framework.Scenes
                 m_perfMonMS = Util.EnvironmentTickCount();
 
                 PhysicsActor actor = m_physicsActor;
-                Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
 
                 Vector3 pos = m_pos;
                 pos.Z += m_appearance.HipOffset;
-- 
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