* Refactor: Push some dictionary initialization down from Scene into InnerScene
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d53db1d69b
commit
42693f3b20
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@ -53,11 +53,11 @@ namespace OpenSim.Region.Environment.Scenes
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#region Fields
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#region Fields
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internal Dictionary<LLUUID, ScenePresence> ScenePresences;
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internal Dictionary<LLUUID, ScenePresence> ScenePresences = new Dictionary<LLUUID, ScenePresence>();
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// SceneObjects is not currently populated or used.
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// SceneObjects is not currently populated or used.
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//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
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//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
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internal Dictionary<LLUUID, EntityBase> Entities;
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internal Dictionary<LLUUID, EntityBase> Entities = new Dictionary<LLUUID, EntityBase>();
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internal Dictionary<LLUUID, ScenePresence> RestorePresences;
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internal Dictionary<LLUUID, ScenePresence> RestorePresences = new Dictionary<LLUUID, ScenePresence>();
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public BasicQuadTreeNode QuadTree;
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public BasicQuadTreeNode QuadTree;
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@ -825,6 +825,11 @@ namespace OpenSim.Region.Environment.Scenes
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return false;
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return false;
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}
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}
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/// <summary>
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/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
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/// will not affect the original list of objects in the scene.
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/// </summary>
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/// <returns></returns>
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public List<EntityBase> GetEntities()
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public List<EntityBase> GetEntities()
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{
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{
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List<EntityBase> result;
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List<EntityBase> result;
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@ -1378,7 +1383,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="flags"></param>
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/// <param name="flags"></param>
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public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
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public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
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{
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{
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m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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//m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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List<EntityBase> EntityList = GetEntities();
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List<EntityBase> EntityList = GetEntities();
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@ -261,12 +261,6 @@ namespace OpenSim.Region.Environment.Scenes
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RegisterDefaultSceneEvents();
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RegisterDefaultSceneEvents();
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m_log.Info("[SCENE]: Creating new entitities instance");
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Entities = new Dictionary<LLUUID, EntityBase>();
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m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
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//m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
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m_restorePresences = new Dictionary<LLUUID, ScenePresence>();
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m_httpListener = httpServer;
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m_httpListener = httpServer;
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m_dumpAssetsToFile = dumpAssetsToFile;
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m_dumpAssetsToFile = dumpAssetsToFile;
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@ -3225,6 +3219,11 @@ namespace OpenSim.Region.Environment.Scenes
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m_innerScene.ForEachClient(action);
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m_innerScene.ForEachClient(action);
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}
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}
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/// <summary>
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/// Returns a list of the entities in the scene. This is a new list so operations perform on the list itself
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/// will not affect the original list of objects in the scene.
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/// </summary>
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/// <returns></returns>
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public List<EntityBase> GetEntities()
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public List<EntityBase> GetEntities()
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{
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{
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return m_innerScene.GetEntities();
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return m_innerScene.GetEntities();
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