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authorJustin Clarke Casey2008-05-24 21:57:00 +0000
committerJustin Clarke Casey2008-05-24 21:57:00 +0000
commit42693f3b20cf139820aca42b5dd07938a3f96022 (patch)
treeb52c4616ab9429970610dbff20509726ede25c78
parent* Refactor: Make some inner scene dictionaries internal rather than public (diff)
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* Refactor: Push some dictionary initialization down from Scene into InnerScene
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs13
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs11
2 files changed, 14 insertions, 10 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 14ffa25..4615e7a 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -53,11 +53,11 @@ namespace OpenSim.Region.Environment.Scenes
53 53
54 #region Fields 54 #region Fields
55 55
56 internal Dictionary<LLUUID, ScenePresence> ScenePresences; 56 internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
57 // SceneObjects is not currently populated or used. 57 // SceneObjects is not currently populated or used.
58 //public Dictionary<LLUUID, SceneObjectGroup> SceneObjects; 58 //public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
59 internal Dictionary<LLUUID, EntityBase> Entities; 59 internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
60 internal Dictionary<LLUUID, ScenePresence> RestorePresences; 60 internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
61 61
62 public BasicQuadTreeNode QuadTree; 62 public BasicQuadTreeNode QuadTree;
63 63
@@ -825,6 +825,11 @@ namespace OpenSim.Region.Environment.Scenes
825 return false; 825 return false;
826 } 826 }
827 827
828 /// <summary>
829 /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
830 /// will not affect the original list of objects in the scene.
831 /// </summary>
832 /// <returns></returns>
828 public List<EntityBase> GetEntities() 833 public List<EntityBase> GetEntities()
829 { 834 {
830 List<EntityBase> result; 835 List<EntityBase> result;
@@ -1378,7 +1383,7 @@ namespace OpenSim.Region.Environment.Scenes
1378 /// <param name="flags"></param> 1383 /// <param name="flags"></param>
1379 public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID) 1384 public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
1380 { 1385 {
1381 m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); 1386 //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
1382 1387
1383 List<EntityBase> EntityList = GetEntities(); 1388 List<EntityBase> EntityList = GetEntities();
1384 1389
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 60ba898..7c198bf 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -261,12 +261,6 @@ namespace OpenSim.Region.Environment.Scenes
261 261
262 RegisterDefaultSceneEvents(); 262 RegisterDefaultSceneEvents();
263 263
264 m_log.Info("[SCENE]: Creating new entitities instance");
265 Entities = new Dictionary<LLUUID, EntityBase>();
266 m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
267 //m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
268 m_restorePresences = new Dictionary<LLUUID, ScenePresence>();
269
270 m_httpListener = httpServer; 264 m_httpListener = httpServer;
271 m_dumpAssetsToFile = dumpAssetsToFile; 265 m_dumpAssetsToFile = dumpAssetsToFile;
272 266
@@ -3225,6 +3219,11 @@ namespace OpenSim.Region.Environment.Scenes
3225 m_innerScene.ForEachClient(action); 3219 m_innerScene.ForEachClient(action);
3226 } 3220 }
3227 3221
3222 /// <summary>
3223 /// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
3224 /// will not affect the original list of objects in the scene.
3225 /// </summary>
3226 /// <returns></returns>
3228 public List<EntityBase> GetEntities() 3227 public List<EntityBase> GetEntities()
3229 { 3228 {
3230 return m_innerScene.GetEntities(); 3229 return m_innerScene.GetEntities();