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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/DataSnapshot/ObjectSnapshot.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 '')
-rw-r--r-- | OpenSim/Region/DataSnapshot/ObjectSnapshot.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs b/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs index f032704..6dc1e9c 100644 --- a/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs +++ b/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs | |||
@@ -98,7 +98,7 @@ namespace OpenSim.Region.DataSnapshot.Providers | |||
98 | XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", ""); | 98 | XmlNode parent = nodeFactory.CreateNode(XmlNodeType.Element, "objectdata", ""); |
99 | XmlNode node; | 99 | XmlNode node; |
100 | 100 | ||
101 | foreach (EntityBase entity in m_scene.Entities.Values) | 101 | foreach (EntityBase entity in m_scene.Entities) |
102 | { | 102 | { |
103 | // only objects, not avatars | 103 | // only objects, not avatars |
104 | if (entity is SceneObjectGroup) | 104 | if (entity is SceneObjectGroup) |