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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs37
1 files changed, 0 insertions, 37 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 8b395a2..c4e4919 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -954,43 +954,6 @@ namespace OpenSim.Region.Environment.Scenes
954 return LLUUID.Zero; 954 return LLUUID.Zero;
955 } 955 }
956 956
957 protected internal void SendAllSceneObjectsToClient(ScenePresence presence)
958 {
959 List<EntityBase> EntityList = GetEntities();
960
961 foreach (EntityBase ent in EntityList)
962 {
963 if (ent is SceneObjectGroup)
964 {
965 // Only send child agents stuff in their draw distance.
966 // This will need to be done for every agent once we figure out
967 // what we're going to use to store prim that agents already got
968 // the initial update for and what we'll use to limit the
969 // space we check for new objects on movement.
970
971 if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor)
972 {
973 LLVector3 oLoc = ((SceneObjectGroup)ent).AbsolutePosition;
974 float distResult = (float)Util.GetDistanceTo(presence.AbsolutePosition, oLoc);
975
976 //m_log.Info("[DISTANCE]: " + distResult.ToString());
977
978 if (distResult < presence.DrawDistance)
979 {
980 // Send Only if we don't already know about it.
981 // KnownPrim also makes the prim known when called.
982 if (!presence.KnownPrim(((SceneObjectGroup)ent).UUID))
983 ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
984 }
985 }
986 else
987 {
988 ((SceneObjectGroup)ent).ScheduleFullUpdateToAvatar(presence);
989 }
990 }
991 }
992 }
993
994 protected internal void ForEachClient(Action<IClientAPI> action) 957 protected internal void ForEachClient(Action<IClientAPI> action)
995 { 958 {
996 lock (ScenePresences) 959 lock (ScenePresences)