Merge branch 'master' into careminster-presence-refactor

The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
This commit is contained in:
Melanie
2010-09-13 16:16:40 +01:00
216 changed files with 6585 additions and 4483 deletions

View File

@@ -1326,7 +1326,7 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = detachedpos;
m_rootPart.AttachedAvatar = UUID.Zero;
//Anakin Lohner bug #3839
//Anakin Lohner bug #3839
lock (m_parts)
{
foreach (SceneObjectPart p in m_parts.Values)
@@ -1556,7 +1556,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Delete this group from its scene.
/// Delete this group from its scene.
/// </summary>
///
/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
@@ -1731,12 +1731,12 @@ namespace OpenSim.Region.Framework.Scenes
/// Processes backup.
/// </summary>
/// <param name="datastore"></param>
public virtual void ProcessBackup(IRegionDataStore datastore, bool forcedBackup)
public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup)
{
if (!m_isBackedUp)
{
// m_log.DebugFormat(
// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
return;
}
@@ -1748,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
// any exception propogate upwards.
// any exception propogate upwards.
try
{
if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
@@ -1944,7 +1944,6 @@ namespace OpenSim.Region.Framework.Scenes
part.PhysActor.LocalID = part.LocalId;
part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
}
}
if (userExposed)
{
@@ -1954,7 +1953,6 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleGroupForFullUpdate();
}
}
finally
{
@@ -2515,16 +2513,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if a child part with the primID was not found</returns>
public SceneObjectPart GetChildPart(UUID primID)
{
SceneObjectPart childPart = null;
SceneObjectPart childPart;
lock (m_parts)
{
if (m_parts.ContainsKey(primID))
{
childPart = m_parts[primID];
}
}
m_parts.TryGetValue(primID, out childPart);
return childPart;
}