Rename lots of stuff in DNE to reduce source code differences in the

LSL implementation files. Rename lots of stuff in XEngine for the same
reason. Move methods between interfaces. Just refactor stuff.
This commit is contained in:
Melanie Thielker
2008-09-24 13:18:06 +00:00
parent 5787480655
commit fb7a29a5ef
8 changed files with 387 additions and 306 deletions

View File

@@ -45,12 +45,42 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public ScriptEngine m_ScriptEngine;
public Timer m_Timer;
public HttpRequest m_HttpRequest;
public Listener m_Listener;
public SensorRepeat m_SensorRepeat;
public XmlRequest m_XmlRequest;
public Dataserver m_Dataserver;
private Timer m_Timer;
private HttpRequest m_HttpRequest;
private Listener m_Listener;
private SensorRepeat m_SensorRepeat;
private XmlRequest m_XmlRequest;
private Dataserver m_Dataserver;
public Dataserver DataserverPlugin
{
get { return m_Dataserver; }
}
public Timer TimerPlugin
{
get { return m_Timer; }
}
public HttpRequest HttpRequestPlugin
{
get { return m_HttpRequest; }
}
public Listener ListenerPlugin
{
get { return m_Listener; }
}
public SensorRepeat SensorRepeatPlugin
{
get { return m_SensorRepeat; }
}
public XmlRequest XmlRequestPlugin
{
get { return m_XmlRequest; }
}
public AsyncCommandManager(ScriptEngine _ScriptEngine)
{

View File

@@ -48,7 +48,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
public Scene World;
private Scene m_Scene;
public Scene World
{
get { return m_Scene; }
}
public EventManager m_EventManager; // Handles and queues incoming events from OpenSim
public EventQueueManager m_EventQueueManager; // Executes events, handles script threads
public ScriptManager m_ScriptManager; // Load, unload and execute scripts
@@ -94,7 +98,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
{
World = Sceneworld;
m_Scene = Sceneworld;
ConfigSource = config;
m_hookUpToServer = HookUpToServer;