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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/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.cs2
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)