From dd770c384c2e63cf8a1e2f522741afb8adfab4c2 Mon Sep 17 00:00:00 2001 From: lbsa71 Date: Mon, 22 Oct 2007 17:55:49 +0000 Subject: * 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 --- OpenSim/Region/Environment/Scenes/Scene.cs | 24 ++++++++++++++++-------- 1 file changed, 16 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') 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 double[,] map = storageManager.DataStore.LoadTerrain(); if (map == null) { - if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile)) + if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile)) { MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); Terrain.HillsGenerator(); @@ -480,8 +480,8 @@ namespace OpenSim.Region.Environment.Scenes { try { - Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile); - Terrain *= m_regInfo.estateSettings.terrainMultiplier; + Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile); + Terrain *= m_regInfo.EstateSettings.terrainMultiplier; } catch { @@ -511,9 +511,9 @@ namespace OpenSim.Region.Environment.Scenes { //create a texture asset of the terrain byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); - m_regInfo.estateSettings.terrainImageID = LLUUID.Random(); + m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); - asset.FullID = m_regInfo.estateSettings.terrainImageID; + asset.FullID = m_regInfo.EstateSettings.terrainImageID; asset.Data = data; asset.Name = "terrainImage"; asset.Type = 0; @@ -1001,12 +1001,20 @@ namespace OpenSim.Region.Environment.Scenes /// /// /// - /// - public void ForEachScenePresence(Action whatToDo) + /// + public void ForEachScenePresence(Action action) { foreach (ScenePresence presence in m_scenePresences.Values) { - whatToDo(presence); + action(presence); + } + } + + public void ForEachObject(Action action) + { + foreach (SceneObjectGroup presence in m_sceneObjects.Values) + { + action(presence); } } -- cgit v1.1