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. --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 19 ++++++++----------- 1 file changed, 8 insertions(+), 11 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 86509aa..e38394a 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -335,14 +335,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } int actualPrimCount = part.ParentGroup.PrimCount; - List sittingAvatarIds = part.ParentGroup.GetSittingAvatars(); - int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count; + List sittingAvatars = part.ParentGroup.GetSittingAvatars(); + int adjustedPrimCount = actualPrimCount + sittingAvatars.Count; // Special case for a single prim. In this case the linknum is zero. However, this will not match a single // prim that has any avatars sat upon it (in which case the root prim is link 1). if (linknum == 0) { - if (actualPrimCount == 1 && sittingAvatarIds.Count == 0) + if (actualPrimCount == 1 && sittingAvatars.Count == 0) return part; return null; @@ -351,7 +351,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // here we must match 1 (ScriptBaseClass.LINK_ROOT). else if (linknum == ScriptBaseClass.LINK_ROOT && actualPrimCount == 1) { - if (sittingAvatarIds.Count > 0) + if (sittingAvatars.Count > 0) return part.ParentGroup.RootPart; else return null; @@ -364,11 +364,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else { - ScenePresence sp = World.GetScenePresence(sittingAvatarIds[linknum - actualPrimCount - 1]); - if (sp != null) - return sp; - else - return null; + return sittingAvatars[linknum - actualPrimCount - 1]; } } else @@ -3619,7 +3615,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } else { - if (m_host.ParentGroup.GetSittingAvatars().Contains(agentID)) + if (m_host.ParentGroup.GetSittingAvatars().SingleOrDefault(sp => sp.UUID == agentID) != null) { // When agent is sitting, certain permissions are implicit if requested from sitting agent implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | @@ -3651,10 +3647,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api } ScenePresence presence = World.GetScenePresence(agentID); + if (presence != null) { // If permissions are being requested from an NPC and were not implicitly granted above then - // auto grant all reuqested permissions if the script is owned by the NPC or the NPCs owner + // auto grant all requested permissions if the script is owned by the NPC or the NPCs owner INPCModule npcModule = World.RequestModuleInterface(); if (npcModule != null && npcModule.IsNPC(agentID, World)) { -- cgit v1.1