Refactor: merge SceneGraph.AddScenePresence() into CreateAndAddChildScenePresence() since the former was only ever called from the latter
This allows us to remove dead code relating to adding root agents directly to the scenegraph, which never happens.varregion
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a9f9b0da9d
commit
065c5839b5
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@ -561,39 +561,15 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal ScenePresence CreateAndAddChildScenePresence(
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IClientAPI client, AvatarAppearance appearance, PresenceType type)
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{
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ScenePresence newAvatar = null;
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// ScenePresence always defaults to child agent
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newAvatar = new ScenePresence(client, m_parentScene, appearance, type);
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AddScenePresence(newAvatar);
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return newAvatar;
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}
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/// <summary>
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/// Add a presence to the scene
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/// </summary>
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/// <param name="presence"></param>
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protected internal void AddScenePresence(ScenePresence presence)
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{
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// Always a child when added to the scene
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bool child = presence.IsChildAgent;
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if (child)
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{
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m_numChildAgents++;
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}
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else
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{
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m_numRootAgents++;
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presence.AddToPhysicalScene(false);
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}
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ScenePresence presence = new ScenePresence(client, m_parentScene, appearance, type);
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Entities[presence.UUID] = presence;
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lock (m_presenceLock)
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{
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m_numChildAgents++;
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Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
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List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
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@ -604,7 +580,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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// Remember the old presene reference from the dictionary
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// Remember the old presence reference from the dictionary
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ScenePresence oldref = newmap[presence.UUID];
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// Replace the presence reference in the dictionary with the new value
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newmap[presence.UUID] = presence;
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@ -616,6 +592,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_scenePresenceMap = newmap;
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m_scenePresenceArray = newlist;
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}
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return presence;
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}
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/// <summary>
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