refactor: chain two ScenePresence constructors together to eliminate common code. No functional changes

mysql-performance
Justin Clark-Casey (justincc) 2010-02-04 23:23:07 +00:00
parent 16467f6654
commit 0a084a31e9
2 changed files with 14 additions and 16 deletions

View File

@ -5190,6 +5190,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
ScriptDialogReplyPacket rdialog = (ScriptDialogReplyPacket)Pack; ScriptDialogReplyPacket rdialog = (ScriptDialogReplyPacket)Pack;
//m_log.DebugFormat("[CLIENT]: Received ScriptDialogReply from {0}", rdialog.Data.ObjectID);
#region Packet Session and User Check #region Packet Session and User Check
if (m_checkPackets) if (m_checkPackets)
{ {
@ -5210,7 +5212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
args.Type = ChatTypeEnum.Shout; args.Type = ChatTypeEnum.Shout;
args.Position = new Vector3(); args.Position = new Vector3();
args.Scene = Scene; args.Scene = Scene;
args.Sender = this; args.Sender = this;
ChatMessage handlerChatFromClient2 = OnChatFromClient; ChatMessage handlerChatFromClient2 = OnChatFromClient;
if (handlerChatFromClient2 != null) if (handlerChatFromClient2 != null)
handlerChatFromClient2(this, args); handlerChatFromClient2(this, args);

View File

@ -104,6 +104,8 @@ namespace OpenSim.Region.Framework.Scenes
} }
protected ScenePresenceAnimator m_animator; protected ScenePresenceAnimator m_animator;
protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
@ -215,9 +217,7 @@ namespace OpenSim.Region.Framework.Scenes
// Agent's Draw distance. // Agent's Draw distance.
protected float m_DrawDistance; protected float m_DrawDistance;
protected AvatarAppearance m_appearance; protected AvatarAppearance m_appearance;
protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
// neighbouring regions we have enabled a child agent in // neighbouring regions we have enabled a child agent in
// holds the seed cap for the child agent in that region // holds the seed cap for the child agent in that region
@ -630,12 +630,16 @@ namespace OpenSim.Region.Framework.Scenes
#endregion #endregion
#region Constructor(s) #region Constructor(s)
private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) public ScenePresence()
{ {
m_animator = new ScenePresenceAnimator(this);
m_sendCourseLocationsMethod = SendCoarseLocationsDefault; m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
CreateSceneViewer(); CreateSceneViewer();
m_animator = new ScenePresenceAnimator(this);
}
private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
{
m_rootRegionHandle = reginfo.RegionHandle; m_rootRegionHandle = reginfo.RegionHandle;
m_controllingClient = client; m_controllingClient = client;
m_firstname = m_controllingClient.FirstName; m_firstname = m_controllingClient.FirstName;
@ -659,7 +663,6 @@ namespace OpenSim.Region.Framework.Scenes
m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
m_reprioritization_timer.AutoReset = false; m_reprioritization_timer.AutoReset = false;
AdjustKnownSeeds(); AdjustKnownSeeds();
// TODO: I think, this won't send anything, as we are still a child here... // TODO: I think, this won't send anything, as we are still a child here...
@ -3321,13 +3324,6 @@ namespace OpenSim.Region.Framework.Scenes
m_animator = null; m_animator = null;
} }
public ScenePresence()
{
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
CreateSceneViewer();
m_animator = new ScenePresenceAnimator(this);
}
public void AddAttachment(SceneObjectGroup gobj) public void AddAttachment(SceneObjectGroup gobj)
{ {
lock (m_attachments) lock (m_attachments)