Merge branch 'master' into bigmerge

Conflicts:
	OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
	OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
This commit is contained in:
Melanie
2011-11-19 22:39:15 +00:00
26 changed files with 5647 additions and 5565 deletions

View File

@@ -102,9 +102,10 @@ namespace OpenSim.Region.Framework.Scenes
public event OnPluginConsoleDelegate OnPluginConsole;
public delegate void OnShutdownDelegate();
public event OnShutdownDelegate OnShutdown;
/// <summary>
/// Triggered when the entire simulator is shutdown.
/// </summary>
public event Action OnShutdown;
public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
public delegate void ScriptResetDelegate(uint localID, UUID itemID);
@@ -117,9 +118,14 @@ namespace OpenSim.Region.Framework.Scenes
public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest;
public delegate void SceneShuttingDownDelegate(Scene scene);
public event SceneShuttingDownDelegate OnSceneShuttingDown;
/// <summary>
/// Triggered when an individual scene is shutdown.
/// </summary>
/// <remarks>
/// This does not automatically mean that the entire simulator is shutting down. Listen to OnShutdown for that
/// notification.
/// </remarks>
public event Action<Scene> OnSceneShuttingDown;
/// <summary>
/// Fired when an object is touched/grabbed.
@@ -893,10 +899,10 @@ namespace OpenSim.Region.Framework.Scenes
public void TriggerShutdown()
{
OnShutdownDelegate handlerShutdown = OnShutdown;
Action handlerShutdown = OnShutdown;
if (handlerShutdown != null)
{
foreach (OnShutdownDelegate d in handlerShutdown.GetInvocationList())
foreach (Action d in handlerShutdown.GetInvocationList())
{
try
{
@@ -2236,10 +2242,10 @@ namespace OpenSim.Region.Framework.Scenes
public void TriggerSceneShuttingDown(Scene s)
{
SceneShuttingDownDelegate handler = OnSceneShuttingDown;
Action<Scene> handler = OnSceneShuttingDown;
if (handler != null)
{
foreach (SceneShuttingDownDelegate d in handler.GetInvocationList())
foreach (Action<Scene> d in handler.GetInvocationList())
{
try
{