From 6ac9c9c97277e510cbe7eb908f3cf7883a01c1c3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 3 Apr 2014 01:14:39 +0100 Subject: refactor: Use m_sittingAvatars to maintain the list of sitting avatars instead of two independent structures that do exactly the same thing m_sittingAvatars code also already properly handles locking to avoid races. --- OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs') diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs index d65b0b6..969f73d 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectCrossingTests.cs @@ -172,7 +172,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests so1PostCross = sceneB.GetSceneObjectGroup(so1Id); Assert.NotNull(so1PostCross); Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount()); - Assert.AreEqual(1, so1PostCross.GetLinkedAvatars().Count); } Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition; @@ -198,7 +197,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id); Assert.NotNull(so1PostReCross); Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount()); - Assert.AreEqual(1, so1PostReCross.GetLinkedAvatars().Count); } } -- cgit v1.1