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authorlbsa712007-09-23 23:55:29 +0000
committerlbsa712007-09-23 23:55:29 +0000
commitb3eeb5a8dcdb91d47037234540c5045cdfb9977a (patch)
tree47e5965e061861cb1ee57bee4b319b432e8f63d8 /OpenSim/Region/Environment/Regions/Region.cs
parentfix to do hollow prims correctly. Reported from (diff)
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* Purged 'Regions' code pending Agent layer grok.
* Changed so prims aren't loaded until AFTER parcels. * The region startup flow is still an ungodly rats nest.
Diffstat (limited to 'OpenSim/Region/Environment/Regions/Region.cs')
-rw-r--r--OpenSim/Region/Environment/Regions/Region.cs49
1 files changed, 0 insertions, 49 deletions
diff --git a/OpenSim/Region/Environment/Regions/Region.cs b/OpenSim/Region/Environment/Regions/Region.cs
deleted file mode 100644
index 536fed7..0000000
--- a/OpenSim/Region/Environment/Regions/Region.cs
+++ /dev/null
@@ -1,49 +0,0 @@
1using System.Collections.Generic;
2using libsecondlife;
3using OpenSim.Region.Environment.Scenes;
4using OpenSim.Region.Terrain;
5using OpenSim.Framework.Interfaces;
6using System;
7
8namespace OpenSim.Region.Environment.Regions
9{
10 public class Region
11 {
12 // This is a temporary (and real ugly) construct to emulate us really having a separate list
13 // of region subscribers. It should be removed ASAP, like.
14
15 private readonly Scene m_scene;
16 private Dictionary<LLUUID, RegionSubscription> m_regionSubscriptions
17 {
18 get
19 {
20 Dictionary<LLUUID, RegionSubscription> subscriptions = new Dictionary<LLUUID, RegionSubscription>( );
21
22 foreach( ScenePresence presence in m_scene.GetScenePresences() )
23 {
24 subscriptions.Add( presence.UUID, new RegionSubscription( presence.ControllingClient ));
25 }
26
27 return subscriptions;
28 }
29 }
30
31 public Region( Scene scene )
32 {
33 m_scene = scene; // The Scene reference should be removed.
34 }
35
36 internal void Broadcast( Action<IClientAPI> whatToDo )
37 {
38 foreach (RegionSubscription subscription in m_regionSubscriptions.Values )
39 {
40 whatToDo(subscription.Client);
41 }
42 }
43
44 internal void Remove(LLUUID agentID)
45 {
46 // TODO : Well, remove it!
47 }
48 }
49}