refactor: simplify SOP.AttachedAvatar into SOG.AttachedAvatar

This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-26 23:06:41 +01:00
parent 5f3ffc195f
commit 15a514fcbc
7 changed files with 26 additions and 27 deletions

View File

@@ -116,14 +116,13 @@ namespace OpenSim.Region.Framework.Scenes
return priority;
}
private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity)
{
// And anything attached to this avatar gets top priority as well
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar)
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@@ -136,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar)
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}
@@ -149,7 +148,7 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectPart)
{
SceneObjectPart sop = (SceneObjectPart)entity;
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.RootPart.AttachedAvatar)
if (sop.ParentGroup.RootPart.IsAttachment && client.AgentId == sop.ParentGroup.AttachedAvatar)
return 1;
}