* refactor: fission InnerScene.AddSceneObject()

This commit is contained in:
Justin Clarke Casey
2008-06-27 14:25:36 +00:00
parent c8cd381c56
commit 836557a2f7
6 changed files with 28 additions and 12 deletions

View File

@@ -210,6 +210,22 @@ namespace OpenSim.Region.Environment.Scenes
AddSceneObject(sceneObject, attachToBackup);
}
/// <summary>
/// Add a newly created object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
/// </summary>
/// <param name="sceneObject"></param>
/// <param name="attachToBackup">
/// If true, the object is made persistent into the scene.
/// If false, the object will not persist over server restarts
/// </param>
/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
AddSceneObject(sceneObject, attachToBackup);
}
/// <summary>
/// Add an object to the scene. This will both update the scene, and send information about the
@@ -222,7 +238,7 @@ namespace OpenSim.Region.Environment.Scenes
/// </param>
/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected internal bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim);
sceneObject.ScheduleGroupForFullUpdate();