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authorAdam Frisby2008-11-24 14:45:05 +0000
committerAdam Frisby2008-11-24 14:45:05 +0000
commit47829849d99e1ec6e11ac26e1f892cbaf94d5503 (patch)
tree8f6d4371874f1716312bf0752e9251f20dc920c2 /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.cs2
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)