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author | Adam Frisby | 2008-11-24 14:45:05 +0000 |
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committer | Adam Frisby | 2008-11-24 14:45:05 +0000 |
commit | 47829849d99e1ec6e11ac26e1f892cbaf94d5503 (patch) | |
tree | 8f6d4371874f1716312bf0752e9251f20dc920c2 /OpenSim/Region/Environment/Scenes/Scene.Inventory.cs | |
parent | * Makes EntityManager IEnumerable - meaning we should be good to go to enable... (diff) | |
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* Swaps Scene.Entities Dictionary for EntityManager.
* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values').
* Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.Inventory.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.Inventory.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs index 9b30d87..9f91f37 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs | |||
@@ -57,7 +57,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
57 | { | 57 | { |
58 | m_log.Info("[PRIM INVENTORY]: Starting scripts in scene"); | 58 | m_log.Info("[PRIM INVENTORY]: Starting scripts in scene"); |
59 | 59 | ||
60 | foreach (EntityBase group in Entities.Values) | 60 | foreach (EntityBase group in Entities) |
61 | { | 61 | { |
62 | if (group is SceneObjectGroup) | 62 | if (group is SceneObjectGroup) |
63 | { | 63 | { |