* Refactor: Push some dictionary initialization down from Scene into InnerScene

0.6.0-stable
Justin Clarke Casey 2008-05-24 21:57:00 +00:00
parent d53db1d69b
commit 42693f3b20
2 changed files with 14 additions and 10 deletions

View File

@ -53,11 +53,11 @@ namespace OpenSim.Region.Environment.Scenes
#region Fields #region Fields
internal Dictionary<LLUUID, ScenePresence> ScenePresences; internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
// SceneObjects is not currently populated or used. // SceneObjects is not currently populated or used.
//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects; //public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
internal Dictionary<LLUUID, EntityBase> Entities; internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
internal Dictionary<LLUUID, ScenePresence> RestorePresences; internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
public BasicQuadTreeNode QuadTree; public BasicQuadTreeNode QuadTree;
@ -825,6 +825,11 @@ namespace OpenSim.Region.Environment.Scenes
return false; return false;
} }
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
/// will not affect the original list of objects in the scene.
/// </summary>
/// <returns></returns>
public List<EntityBase> GetEntities() public List<EntityBase> GetEntities()
{ {
List<EntityBase> result; List<EntityBase> result;
@ -1378,7 +1383,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="flags"></param> /// <param name="flags"></param>
public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID) public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
{ {
m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
List<EntityBase> EntityList = GetEntities(); List<EntityBase> EntityList = GetEntities();

View File

@ -261,12 +261,6 @@ namespace OpenSim.Region.Environment.Scenes
RegisterDefaultSceneEvents(); RegisterDefaultSceneEvents();
m_log.Info("[SCENE]: Creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>();
m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
//m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
m_restorePresences = new Dictionary<LLUUID, ScenePresence>();
m_httpListener = httpServer; m_httpListener = httpServer;
m_dumpAssetsToFile = dumpAssetsToFile; m_dumpAssetsToFile = dumpAssetsToFile;
@ -3225,6 +3219,11 @@ namespace OpenSim.Region.Environment.Scenes
m_innerScene.ForEachClient(action); m_innerScene.ForEachClient(action);
} }
/// <summary>
/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
/// will not affect the original list of objects in the scene.
/// </summary>
/// <returns></returns>
public List<EntityBase> GetEntities() public List<EntityBase> GetEntities()
{ {
return m_innerScene.GetEntities(); return m_innerScene.GetEntities();