* renamed some scene to world

* passing on NotImplemented from Update()
This commit is contained in:
lbsa71
2007-08-06 13:40:45 +00:00
parent e40a052745
commit 07b011af3a
5 changed files with 16 additions and 112 deletions

View File

@@ -15,9 +15,9 @@ namespace OpenSim.Region.Environment
{
protected Scene m_scene;
public PermissionManager(Scene world)
public PermissionManager(Scene scene)
{
m_scene = world;
m_scene = scene;
}
public delegate void OnPermissionErrorDelegate(LLUUID user, string reason);

View File

@@ -57,10 +57,10 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
///
/// </summary>
public AllNewSceneObjectGroup2(Scene world, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos, PrimitiveBaseShape shape)
public AllNewSceneObjectGroup2(Scene scene, ulong regionHandle, LLUUID ownerID, uint localID, LLVector3 pos, PrimitiveBaseShape shape)
{
m_regionHandle = regionHandle;
m_scene = world;
m_scene = scene;
this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);

View File

@@ -115,7 +115,7 @@ namespace OpenSim.Region.Environment.Scenes
#region Constructors
/// <summary>
/// Creates a new World class, and a region to go with it.
/// Creates a new Scene class, and a region to go with it.
/// </summary>
/// <param name="clientThreads">Dictionary to contain client threads</param>
/// <param name="regionHandle">Region Handle for this region</param>
@@ -198,7 +198,7 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// Performs per-frame updates on the scene, this should be the central world loop
/// Performs per-frame updates on the scene, this should be the central scene loop
/// </summary>
public override void Update()
{
@@ -232,7 +232,7 @@ namespace OpenSim.Region.Environment.Scenes
// General purpose event manager
m_eventManager.TriggerOnFrame();
//backup world data
//backup scene data
storageCount++;
if (storageCount > 1200) //set to how often you want to backup
{
@@ -293,9 +293,13 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
catch (NotImplementedException)
{
throw;
}
catch (Exception e)
{
MainLog.Instance.Warn("scene", "World.cs: Update() - Failed with exception " + e.ToString());
MainLog.Instance.Error("Scene", "Update() - Failed with exception " + e.ToString());
}
updateLock.ReleaseMutex();
}