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authorDan Lake2011-11-03 17:06:08 -0700
committerDan Lake2011-11-03 17:06:08 -0700
commit94dc7d07ebc22ce0e0d9b77e91538ddc90799bee (patch)
tree0d2ffc74fa937af0ca5d9e6fb2fafeac2c37dd61 /OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
parentremove the pointless check of the face texture struct against null in Bot.Obj... (diff)
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Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to
the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs10
1 files changed, 4 insertions, 6 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 562c3b1..2e3312f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -140,14 +140,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
140 // This is a bit crude. It seems the client will be null before it actually stops the thread 140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/ 141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message? 142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootScenePresence( 143 m_scene.ForEachRootClient(
144 delegate(ScenePresence p) 144 delegate(IClientAPI client)
145 { 145 {
146 if (p.UUID != godID) 146 if (client.AgentId != godID)
147 { 147 {
148 // Possibly this should really be p.Close() though that method doesn't send a close 148 client.Close();
149 // to the client
150 p.ControllingClient.Close();
151 } 149 }
152 } 150 }
153 ); 151 );