public void CloseScene(Scene scene) { lock (m_localScenes) m_localScenes.Remove(scene); scene.Close(); }
public void Close(Scene cscene) { if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID)) { return; } cscene.Close(); }
public void CloseScene(Scene scene) { m_localScenesRwLock.AcquireWriterLock(-1); try { m_localScenes.Remove(scene); } finally { m_localScenesRwLock.ReleaseWriterLock(); } scene.Close(); }
/// <summary> /// Remove a region from the simulator without deleting it permanently. /// </summary> /// <param name="scene"></param> /// <returns></returns> public void CloseRegion(Scene scene) { // only need to check this if we are not at the // root level if ((CurrentScene != null) && (CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID)) { TrySetCurrentScene(".."); } m_localScenes.Remove(scene); scene.Close(); m_log.DebugFormat("[SceneManager]: Shutting down region modules for {0}", scene.RegionInfo.RegionName); IRegionModulesController controller; if (m_OpenSimBase.ApplicationRegistry.TryRequestModuleInterface <IRegionModulesController>(out controller)) { controller.RemoveRegionFromModules(scene); } CloseModules(scene); ShutdownClientServer(scene.RegionInfo); }
public void CloseScene(Scene scene) { m_localScenes.Remove(scene); scene.Close(); }
/// <summary> /// Remove a region from the simulator without deleting it permanently. /// </summary> /// <param name="scene"></param> /// <returns></returns> public void CloseRegion(Scene scene) { // only need to check this if we are not at the // root level if ((CurrentScene != null) && (CurrentScene.RegionInfo.RegionID == scene.RegionInfo.RegionID)) { TrySetCurrentScene(".."); } m_localScenes.Remove(scene); scene.Close(); m_log.DebugFormat("[SceneManager]: Shutting down region modules for {0}", scene.RegionInfo.RegionName); IRegionModulesController controller; if (m_OpenSimBase.ApplicationRegistry.TryRequestModuleInterface<IRegionModulesController>(out controller)) { controller.RemoveRegionFromModules(scene); } CloseModules(scene); ShutdownClientServer(scene.RegionInfo); }
public void CloseScene(Scene scene) { lock (m_localScenes) m_localScenes.Remove(scene.RegionInfo.RegionID); scene.Close(); }
public void Close(Scene cscene) { if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID)) return; cscene.Close(); }