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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/Environment/Scenes/ScenePresence.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/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/ScenePresence.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 042a4fb..807fd8c 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs | |||
@@ -600,7 +600,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
600 | { | 600 | { |
601 | m_pendingObjects = new Queue<SceneObjectGroup>(); | 601 | m_pendingObjects = new Queue<SceneObjectGroup>(); |
602 | 602 | ||
603 | List<EntityBase> ents = new List<EntityBase>(m_scene.Entities.Values); | 603 | List<EntityBase> ents = new List<EntityBase>(m_scene.Entities); |
604 | if (!m_isChildAgent) // Proximity sort makes no sense for | 604 | if (!m_isChildAgent) // Proximity sort makes no sense for |
605 | { // Child agents | 605 | { // Child agents |
606 | ents.Sort(delegate(EntityBase a, EntityBase b) | 606 | ents.Sort(delegate(EntityBase a, EntityBase b) |