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author | lbsa71 | 2007-10-22 17:55:49 +0000 |
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committer | lbsa71 | 2007-10-22 17:55:49 +0000 |
commit | dd770c384c2e63cf8a1e2f522741afb8adfab4c2 (patch) | |
tree | 97bc7dacf15388d8b32639219ea51872961de2cd /OpenSim/Region/Environment/Scenes | |
parent | after a small misunderstanding with the match group numbers (diff) | |
download | opensim-SC_OLD-dd770c384c2e63cf8a1e2f522741afb8adfab4c2.zip opensim-SC_OLD-dd770c384c2e63cf8a1e2f522741afb8adfab4c2.tar.gz opensim-SC_OLD-dd770c384c2e63cf8a1e2f522741afb8adfab4c2.tar.bz2 opensim-SC_OLD-dd770c384c2e63cf8a1e2f522741afb8adfab4c2.tar.xz |
* Made EstateSetting static since there's only one instance, and we only need to create it once
* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 24 |
1 files changed, 16 insertions, 8 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 553e55f..e2430f8 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -469,7 +469,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
469 | double[,] map = storageManager.DataStore.LoadTerrain(); | 469 | double[,] map = storageManager.DataStore.LoadTerrain(); |
470 | if (map == null) | 470 | if (map == null) |
471 | { | 471 | { |
472 | if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile)) | 472 | if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile)) |
473 | { | 473 | { |
474 | MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); | 474 | MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); |
475 | Terrain.HillsGenerator(); | 475 | Terrain.HillsGenerator(); |
@@ -480,8 +480,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
480 | { | 480 | { |
481 | try | 481 | try |
482 | { | 482 | { |
483 | Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile); | 483 | Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile); |
484 | Terrain *= m_regInfo.estateSettings.terrainMultiplier; | 484 | Terrain *= m_regInfo.EstateSettings.terrainMultiplier; |
485 | } | 485 | } |
486 | catch | 486 | catch |
487 | { | 487 | { |
@@ -511,9 +511,9 @@ namespace OpenSim.Region.Environment.Scenes | |||
511 | { | 511 | { |
512 | //create a texture asset of the terrain | 512 | //create a texture asset of the terrain |
513 | byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); | 513 | byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); |
514 | m_regInfo.estateSettings.terrainImageID = LLUUID.Random(); | 514 | m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); |
515 | AssetBase asset = new AssetBase(); | 515 | AssetBase asset = new AssetBase(); |
516 | asset.FullID = m_regInfo.estateSettings.terrainImageID; | 516 | asset.FullID = m_regInfo.EstateSettings.terrainImageID; |
517 | asset.Data = data; | 517 | asset.Data = data; |
518 | asset.Name = "terrainImage"; | 518 | asset.Name = "terrainImage"; |
519 | asset.Type = 0; | 519 | asset.Type = 0; |
@@ -1001,12 +1001,20 @@ namespace OpenSim.Region.Environment.Scenes | |||
1001 | /// <summary> | 1001 | /// <summary> |
1002 | /// | 1002 | /// |
1003 | /// </summary> | 1003 | /// </summary> |
1004 | /// <param name="whatToDo"></param> | 1004 | /// <param name="action"></param> |
1005 | public void ForEachScenePresence(Action<ScenePresence> whatToDo) | 1005 | public void ForEachScenePresence(Action<ScenePresence> action) |
1006 | { | 1006 | { |
1007 | foreach (ScenePresence presence in m_scenePresences.Values) | 1007 | foreach (ScenePresence presence in m_scenePresences.Values) |
1008 | { | 1008 | { |
1009 | whatToDo(presence); | 1009 | action(presence); |
1010 | } | ||
1011 | } | ||
1012 | |||
1013 | public void ForEachObject(Action<SceneObjectGroup> action) | ||
1014 | { | ||
1015 | foreach (SceneObjectGroup presence in m_sceneObjects.Values) | ||
1016 | { | ||
1017 | action(presence); | ||
1010 | } | 1018 | } |
1011 | } | 1019 | } |
1012 | 1020 | ||