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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/Environment/Scenes/SceneGraph.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 'OpenSim/Region/Environment/Scenes/SceneGraph.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneGraph.cs8
1 files changed, 3 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneGraph.cs b/OpenSim/Region/Environment/Scenes/SceneGraph.cs
index 05ad996..2c75867 100644
--- a/OpenSim/Region/Environment/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneGraph.cs
@@ -59,7 +59,8 @@ namespace OpenSim.Region.Environment.Scenes
59 protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>(); 59 protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>();
60 // SceneObjects is not currently populated or used. 60 // SceneObjects is not currently populated or used.
61 //public Dictionary<UUID, SceneObjectGroup> SceneObjects; 61 //public Dictionary<UUID, SceneObjectGroup> SceneObjects;
62 protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>(); 62 protected internal EntityManager Entities = new EntityManager();
63// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
63 protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>(); 64 protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
64 65
65 protected internal BasicQuadTreeNode QuadTree; 66 protected internal BasicQuadTreeNode QuadTree;
@@ -972,10 +973,7 @@ namespace OpenSim.Region.Environment.Scenes
972 /// <returns></returns> 973 /// <returns></returns>
973 protected internal List<EntityBase> GetEntities() 974 protected internal List<EntityBase> GetEntities()
974 { 975 {
975 lock (Entities) 976 return Entities.GetEntities();
976 {
977 return new List<EntityBase>(Entities.Values);
978 }
979 } 977 }
980 978
981 protected internal Dictionary<uint, float> GetTopScripts() 979 protected internal Dictionary<uint, float> GetTopScripts()