From 47829849d99e1ec6e11ac26e1f892cbaf94d5503 Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Mon, 24 Nov 2008 14:45:05 +0000 Subject: * 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. --- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs') 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 { m_pendingObjects = new Queue(); - List ents = new List(m_scene.Entities.Values); + List ents = new List(m_scene.Entities); if (!m_isChildAgent) // Proximity sort makes no sense for { // Child agents ents.Sort(delegate(EntityBase a, EntityBase b) -- cgit v1.1