/// <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; } } }
/// <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; } } }