Beispiel #1
0
 /// <summary>
 /// Tell an agent that their object has been returned. 
 /// </summary>
 /// <remarks>
 /// The actual return is handled by the caller.
 /// </remarks>
 /// <param name="agentID">Avatar Unique Id</param>
 /// <param name="objectName">Name of object returned</param>
 /// <param name="location">Location of object returned</param>
 /// <param name="reason">Reasion for object return</param>
 public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
 {
     lock (m_returns)
     {
         if (m_returns.ContainsKey(agentID))
         {
             ReturnInfo info = m_returns[agentID];
             info.count++;
             m_returns[agentID] = info;
         }
         else
         {
             ReturnInfo info = new ReturnInfo();
             info.count = 1;
             info.objectName = objectName;
             info.location = location;
             info.reason = reason;
             m_returns[agentID] = info;
         }
     }
 }
Beispiel #2
0
 /// <summary>
 /// Return object to avatar Message
 /// </summary>
 /// <param name="agentID">Avatar Unique Id</param>
 /// <param name="objectName">Name of object returned</param>
 /// <param name="location">Location of object returned</param>
 /// <param name="reason">Reasion for object return</param>
 public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason, SceneObjectGroup group)
 {
     lock (m_returns)
     {
         if (m_returns.ContainsKey(agentID))
         {
             ReturnInfo info = m_returns[agentID];
             info.count++;
             info.Groups.Add(group);
             m_returns[agentID] = info;
         }
         else
         {
             ReturnInfo info = new ReturnInfo();
             info.count = 1;
             info.objectName = objectName;
             info.location = location;
             info.reason = reason;
             info.Groups = new List<SceneObjectGroup>();
             info.Groups.Add(group);
             m_returns[agentID] = info;
         }
     }
 }
 /// <summary>
 /// Return object to avatar Message
 /// </summary>
 /// <param name="agentID">Avatar Unique Id</param>
 /// <param name="objectName">Name of object returned</param>
 /// <param name="location">Location of object returned</param>
 /// <param name="reason">Reasion for object return</param>
 /// <param name="groups">The objects to return</param>
 public void AddReturns(UUID agentID, string objectName, Vector3 location, string reason, List<SceneObjectGroup> Groups)
 {
     lock (m_returns)
     {
         if (m_returns.ContainsKey(agentID))
         {
             ReturnInfo info = m_returns[agentID];
             info.count += Groups.Count;
             info.Groups.AddRange(Groups);
             m_returns[agentID] = info;
         }
         else
         {
             ReturnInfo info = new ReturnInfo();
             info.count = Groups.Count;
             info.objectName = objectName;
             info.location = location;
             info.reason = reason;
             info.Groups = Groups;
             m_returns[agentID] = info;
         }
     }
 }
 /// <summary>
 ///   Return object to avatar Message
 /// </summary>
 /// <param name = "agentID">Avatar Unique Id</param>
 /// <param name = "objectName">Name of object returned</param>
 /// <param name = "location">Location of object returned</param>
 /// <param name = "reason">Reasion for object return</param>
 /// <param name = "groups">The objects to return</param>
 public void AddReturns(UUID agentID, string objectName, Vector3 location, string reason,
                        List<ISceneEntity> Groups)
 {
     lock (m_returns)
     {
         if (m_returns.ContainsKey(agentID))
         {
             ReturnInfo info = m_returns[agentID];
             info.count += Groups.Count;
             info.Groups.AddRange(Groups);
             m_returns[agentID] = info;
         }
         else
         {
             ReturnInfo info = new ReturnInfo
                                   {
                                       count = Groups.Count,
                                       objectName = objectName,
                                       location = location,
                                       reason = reason,
                                       Groups = Groups
                                   };
             m_returns[agentID] = info;
         }
     }
 }