diff options
Merge branch 'master' into vehicles
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 28 |
1 files changed, 9 insertions, 19 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index cda0bfc..ba5119f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
77 | 77 | ||
78 | protected RegionInfo m_regInfo; | 78 | protected RegionInfo m_regInfo; |
79 | protected Scene m_parentScene; | 79 | protected Scene m_parentScene; |
80 | protected Dictionary<UUID, EntityBase> m_updateList = new Dictionary<UUID, EntityBase>(); | 80 | protected Dictionary<UUID, SceneObjectGroup> m_updateList = new Dictionary<UUID, SceneObjectGroup>(); |
81 | protected int m_numRootAgents = 0; | 81 | protected int m_numRootAgents = 0; |
82 | protected int m_numPrim = 0; | 82 | protected int m_numPrim = 0; |
83 | protected int m_numChildAgents = 0; | 83 | protected int m_numChildAgents = 0; |
@@ -155,16 +155,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
155 | } | 155 | } |
156 | } | 156 | } |
157 | 157 | ||
158 | protected internal void UpdateEntities() | ||
159 | { | ||
160 | List<EntityBase> updateEntities = GetEntities(); | ||
161 | |||
162 | foreach (EntityBase entity in updateEntities) | ||
163 | { | ||
164 | entity.Update(); | ||
165 | } | ||
166 | } | ||
167 | |||
168 | protected internal void UpdatePresences() | 158 | protected internal void UpdatePresences() |
169 | { | 159 | { |
170 | List<ScenePresence> updateScenePresences = GetScenePresences(); | 160 | List<ScenePresence> updateScenePresences = GetScenePresences(); |
@@ -365,12 +355,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
365 | } | 355 | } |
366 | 356 | ||
367 | /// <summary> | 357 | /// <summary> |
368 | /// Add an entity to the list of prims to process on the next update | 358 | /// Add an object to the list of prims to process on the next update |
369 | /// </summary> | 359 | /// </summary> |
370 | /// <param name="obj"> | 360 | /// <param name="obj"> |
371 | /// A <see cref="EntityBase"/> | 361 | /// A <see cref="SceneObjectGroup"/> |
372 | /// </param> | 362 | /// </param> |
373 | protected internal void AddToUpdateList(EntityBase obj) | 363 | protected internal void AddToUpdateList(SceneObjectGroup obj) |
374 | { | 364 | { |
375 | lock (m_updateList) | 365 | lock (m_updateList) |
376 | { | 366 | { |
@@ -381,18 +371,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
381 | /// <summary> | 371 | /// <summary> |
382 | /// Process all pending updates | 372 | /// Process all pending updates |
383 | /// </summary> | 373 | /// </summary> |
384 | protected internal void ProcessUpdates() | 374 | protected internal void UpdateObjectGroups() |
385 | { | 375 | { |
386 | Dictionary<UUID, EntityBase> updates; | 376 | Dictionary<UUID, SceneObjectGroup> updates; |
387 | // Some updates add more updates to the updateList. | 377 | // Some updates add more updates to the updateList. |
388 | // Get the current list of updates and clear the list before iterating | 378 | // Get the current list of updates and clear the list before iterating |
389 | lock (m_updateList) | 379 | lock (m_updateList) |
390 | { | 380 | { |
391 | updates = new Dictionary<UUID, EntityBase>(m_updateList); | 381 | updates = new Dictionary<UUID, SceneObjectGroup>(m_updateList); |
392 | m_updateList.Clear(); | 382 | m_updateList.Clear(); |
393 | } | 383 | } |
394 | // Go through all timers | 384 | // Go through all updates |
395 | foreach (KeyValuePair<UUID, EntityBase> kvp in updates) | 385 | foreach (KeyValuePair<UUID, SceneObjectGroup> kvp in updates) |
396 | { | 386 | { |
397 | // Don't abort the whole update if one entity happens to give us an exception. | 387 | // Don't abort the whole update if one entity happens to give us an exception. |
398 | try | 388 | try |