* More refactorings of UDPServer.

* Removed all references where possible.
* Renamed lots of variables from UDPServerXYZ to clientServerXYZ
This commit is contained in:
Adam Frisby
2008-05-02 18:26:19 +00:00
parent a1c0e89067
commit 67bbfadc06
9 changed files with 32 additions and 148 deletions

View File

@@ -107,12 +107,12 @@ namespace OpenSim.Region.ClientStack
return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
}
protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer udpServer, bool m_permissions)
protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer, bool m_permissions)
{
return SetupScene(regionInfo, 0, out udpServer, m_permissions);
return SetupScene(regionInfo, 0, out clientServer, m_permissions);
}
protected Scene SetupScene(RegionInfo regionInfo, int proxyOffset, out IClientNetworkServer udpServer, bool m_permissions)
protected Scene SetupScene(RegionInfo regionInfo, int proxyOffset, out IClientNetworkServer clientServer, bool m_permissions)
{
AgentCircuitManager circuitManager = new AgentCircuitManager();
IPAddress listenIP = regionInfo.InternalEndPoint.Address;
@@ -120,12 +120,12 @@ namespace OpenSim.Region.ClientStack
// listenIP = IPAddress.Parse("0.0.0.0");
uint port = (uint) regionInfo.InternalEndPoint.Port;
udpServer = new LLUDPServer(listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
clientServer = new LLUDPServer(listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
regionInfo.InternalEndPoint.Port = (int)port;
Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
udpServer.AddScene(scene);
clientServer.AddScene(scene);
scene.LoadWorldMap();