* Refactor: Remove SceneObjectGroup.GetScenePresences() in favour of a direct call to Scene
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c565391a70
commit
587f6ab645
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@ -35,13 +35,15 @@ namespace OpenSim.Region.Environment.Scenes
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{
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[Serializable]
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public abstract class EntityBase : ISerializable
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{
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protected Scene m_scene;
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{
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/// <summary>
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/// The scene to which this entity belongs
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/// </summary>
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public Scene Scene
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{
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get { return m_scene; }
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}
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protected Scene m_scene;
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protected LLUUID m_uuid;
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@ -3096,7 +3096,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Request a List of all ScenePresences in this region
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/// Request a List of all ScenePresences in this region. This returns child agents as well as root agents.
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences()
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@ -785,15 +785,6 @@ namespace OpenSim.Region.Environment.Scenes
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part.ClearUndoState();
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}
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences()
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{
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return m_scene.GetScenePresences();
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}
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public override void UpdateMovement()
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{
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lock (m_parts)
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@ -933,7 +924,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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List<ScenePresence> avatars = GetScenePresences();
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List<ScenePresence> avatars = Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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if (avatars[i].ParentID == LocalId)
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@ -2247,7 +2247,7 @@ namespace OpenSim.Region.Environment.Scenes
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private void SendObjectPropertiesToClient(LLUUID AgentID)
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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// Ugly reference :(
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@ -2277,7 +2277,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void AddFullUpdateToAllAvatars()
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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avatars[i].QueuePartForUpdate(this);
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@ -2286,7 +2286,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendFullUpdateToAllClientsExcept(LLUUID agentID)
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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// Ugly reference :(
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@ -2309,7 +2309,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void SendFullUpdateToAllClients()
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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// Ugly reference :(
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@ -2370,7 +2370,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// Terse updates
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public void AddTerseUpdateToAllAvatars()
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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avatars[i].QueuePartForUpdate(this);
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@ -2387,7 +2387,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void SendTerseUpdateToAllClients()
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{
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List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
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List<ScenePresence> avatars = m_parentGroup.Scene.GetScenePresences();
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for (int i = 0; i < avatars.Count; i++)
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{
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m_parentGroup.SendPartTerseUpdate(avatars[i].ControllingClient, this);
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