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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs30
1 files changed, 25 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 345ed7a..1621398 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -88,9 +88,21 @@ namespace OpenSim.Region.Framework.Scenes
88 protected internal object m_syncRoot = new object(); 88 protected internal object m_syncRoot = new object();
89 89
90 protected internal PhysicsScene _PhyScene; 90 protected internal PhysicsScene _PhyScene;
91 91
92 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); 92 /// <summary>
93 /// Index the SceneObjectGroup for each part by the root part's UUID.
94 /// </summary>
95 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
96
97 /// <summary>
98 /// Index the SceneObjectGroup for each part by that part's UUID.
99 /// </summary>
93 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>(); 100 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
101
102 /// <summary>
103 /// Index the SceneObjectGroup for each part by that part's local ID.
104 /// </summary>
105 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
94 106
95 private Object m_updateLock = new Object(); 107 private Object m_updateLock = new Object();
96 108
@@ -131,6 +143,8 @@ namespace OpenSim.Region.Framework.Scenes
131 m_scenePresenceArray = newlist; 143 m_scenePresenceArray = newlist;
132 } 144 }
133 145
146 lock (SceneObjectGroupsByFullID)
147 SceneObjectGroupsByFullID.Clear();
134 lock (SceneObjectGroupsByFullPartID) 148 lock (SceneObjectGroupsByFullPartID)
135 SceneObjectGroupsByFullPartID.Clear(); 149 SceneObjectGroupsByFullPartID.Clear();
136 lock (SceneObjectGroupsByLocalPartID) 150 lock (SceneObjectGroupsByLocalPartID)
@@ -384,6 +398,9 @@ namespace OpenSim.Region.Framework.Scenes
384 if (OnObjectCreate != null) 398 if (OnObjectCreate != null)
385 OnObjectCreate(sceneObject); 399 OnObjectCreate(sceneObject);
386 400
401 lock (SceneObjectGroupsByFullID)
402 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
403
387 lock (SceneObjectGroupsByFullPartID) 404 lock (SceneObjectGroupsByFullPartID)
388 { 405 {
389 SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject; 406 SceneObjectGroupsByFullPartID[sceneObject.UUID] = sceneObject;
@@ -426,6 +443,9 @@ namespace OpenSim.Region.Framework.Scenes
426 443
427 if (OnObjectRemove != null) 444 if (OnObjectRemove != null)
428 OnObjectRemove(Entities[uuid]); 445 OnObjectRemove(Entities[uuid]);
446
447 lock (SceneObjectGroupsByFullID)
448 SceneObjectGroupsByFullID.Remove(grp.UUID);
429 449
430 lock (SceneObjectGroupsByFullPartID) 450 lock (SceneObjectGroupsByFullPartID)
431 { 451 {
@@ -1064,12 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1084 }
1065 1085
1066 /// <summary> 1086 /// <summary>
1067 /// Performs action on all scene object groups. 1087 /// Performs action once on all scene object groups.
1068 /// </summary> 1088 /// </summary>
1069 /// <param name="action"></param> 1089 /// <param name="action"></param>
1070 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1090 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1071 { 1091 {
1072 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullPartID.Values); 1092 // FIXME: Need to lock here, really.
1093 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
1073 foreach (SceneObjectGroup obj in objlist) 1094 foreach (SceneObjectGroup obj in objlist)
1074 { 1095 {
1075 try 1096 try
@@ -1084,7 +1105,6 @@ namespace OpenSim.Region.Framework.Scenes
1084 } 1105 }
1085 } 1106 }
1086 } 1107 }
1087
1088 1108
1089 /// <summary> 1109 /// <summary>
1090 /// Performs action on all scene presences. This can ultimately run the actions in parallel but 1110 /// Performs action on all scene presences. This can ultimately run the actions in parallel but