Commenting out InnerScene.SceneObjects for now since it was unpopulated and not used by active code (as far as I can see), so a source of confusion. All

current code uses the Entities dictionary
afrisby
Justin Clarke Casey 2008-01-07 02:33:22 +00:00
parent 3e75dede1b
commit 95c9a9939e
3 changed files with 30 additions and 27 deletions

View File

@ -51,7 +51,8 @@ namespace OpenSim.Region.Environment.Scenes
#region Fields #region Fields
public Dictionary<LLUUID, ScenePresence> ScenePresences; public Dictionary<LLUUID, ScenePresence> ScenePresences;
public Dictionary<LLUUID, SceneObjectGroup> SceneObjects; // SceneObjects is not currently populated or used.
//public Dictionary<LLUUID, SceneObjectGroup> SceneObjects;
public Dictionary<LLUUID, EntityBase> Entities; public Dictionary<LLUUID, EntityBase> Entities;
public BasicQuadTreeNode QuadTree; public BasicQuadTreeNode QuadTree;
@ -110,7 +111,7 @@ namespace OpenSim.Region.Environment.Scenes
public void Close() public void Close()
{ {
ScenePresences.Clear(); ScenePresences.Clear();
SceneObjects.Clear(); //SceneObjects.Clear();
Entities.Clear(); Entities.Clear();
} }

View File

@ -180,10 +180,10 @@ namespace OpenSim.Region.Environment.Scenes
} }
// Local reference to the objects in the scene (which are held in innerScene) // Local reference to the objects in the scene (which are held in innerScene)
public Dictionary<LLUUID, SceneObjectGroup> Objects // public Dictionary<LLUUID, SceneObjectGroup> Objects
{ // {
get { return m_innerScene.SceneObjects; } // get { return m_innerScene.SceneObjects; }
} // }
// Reference to all of the agents in the scene (root and child) // Reference to all of the agents in the scene (root and child)
protected Dictionary<LLUUID, ScenePresence> m_scenePresences protected Dictionary<LLUUID, ScenePresence> m_scenePresences
@ -192,11 +192,11 @@ namespace OpenSim.Region.Environment.Scenes
set { m_innerScene.ScenePresences = value; } set { m_innerScene.ScenePresences = value; }
} }
protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects // protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects
{ // {
get { return m_innerScene.SceneObjects; } // get { return m_innerScene.SceneObjects; }
set { m_innerScene.SceneObjects = value; } // set { m_innerScene.SceneObjects = value; }
} // }
public Dictionary<LLUUID, EntityBase> Entities public Dictionary<LLUUID, EntityBase> Entities
{ {
@ -262,7 +262,7 @@ namespace OpenSim.Region.Environment.Scenes
MainLog.Instance.Verbose("SCENE", "Creating new entitities instance"); MainLog.Instance.Verbose("SCENE", "Creating new entitities instance");
Entities = new Dictionary<LLUUID, EntityBase>(); Entities = new Dictionary<LLUUID, EntityBase>();
m_scenePresences = new Dictionary<LLUUID, ScenePresence>(); m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>(); //m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
MainLog.Instance.Verbose("SCENE", "Creating LandMap"); MainLog.Instance.Verbose("SCENE", "Creating LandMap");
Terrain = new TerrainEngine((int) RegionInfo.RegionLocX, (int) RegionInfo.RegionLocY); Terrain = new TerrainEngine((int) RegionInfo.RegionLocX, (int) RegionInfo.RegionLocY);
@ -2277,20 +2277,20 @@ namespace OpenSim.Region.Environment.Scenes
/// ///
/// </summary> /// </summary>
/// <param name="action"></param> /// <param name="action"></param>
public void ForEachObject(Action<SceneObjectGroup> action) // public void ForEachObject(Action<SceneObjectGroup> action)
{ // {
List<SceneObjectGroup> presenceList; // List<SceneObjectGroup> presenceList;
//
lock (m_sceneObjects) // lock (m_sceneObjects)
{ // {
presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values); // presenceList = new List<SceneObjectGroup>(m_sceneObjects.Values);
} // }
//
foreach (SceneObjectGroup presence in presenceList) // foreach (SceneObjectGroup presence in presenceList)
{ // {
action(presence); // action(presence);
} // }
} // }
/// <summary> /// <summary>
/// ///

View File

@ -69,7 +69,9 @@ namespace OpenSim.Region.ExtensionsScriptModule
/// </summary> /// </summary>
public SceneObjectGroup Task public SceneObjectGroup Task
{ {
get { return Scene.Objects[ObjectID]; } // XXX Casting not ideal, but previous Scene.Objects propery wasn't actually populated, so
// wouldn't have worked anyway.
get { return (SceneObjectGroup)Scene.Entities[ObjectID]; }
} }
/// <summary> /// <summary>