* Started renaming world to Scene

* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
This commit is contained in:
lbsa71
2007-07-26 14:55:42 +00:00
parent 74654dc735
commit 39b64564dc
20 changed files with 137 additions and 202 deletions

View File

@@ -120,7 +120,7 @@ namespace OpenSim.Region.Environment.Scenes
public ScenePresence(IClientAPI theClient, Scene world, RegionInfo reginfo)
{
m_world = world;
m_scene = world;
this.m_uuid = theClient.AgentId;
m_regionInfo = reginfo;
@@ -129,7 +129,7 @@ namespace OpenSim.Region.Environment.Scenes
ControllingClient = theClient;
this.firstname = ControllingClient.FirstName;
this.lastname = ControllingClient.LastName;
m_localId = m_world.NextLocalId;
m_localId = m_scene.NextLocalId;
Pos = ControllingClient.StartPos;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
@@ -394,7 +394,7 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void SendTerseUpdateToALLClients()
{
List<ScenePresence> avatars = this.m_world.RequestAvatarList();
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
this.SendTerseUpdateToClient(avatars[i].ControllingClient);
@@ -412,8 +412,8 @@ namespace OpenSim.Region.Environment.Scenes
public void SendFullUpdateToALLClients()
{
List<ScenePresence> avatars = this.m_world.RequestAvatarList();
foreach (ScenePresence avatar in this.m_world.RequestAvatarList())
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
foreach (ScenePresence avatar in this.m_scene.RequestAvatarList())
{
this.SendFullUpdateToOtherClient(avatar);
avatar.SendFullUpdateToOtherClient(this);
@@ -428,7 +428,7 @@ namespace OpenSim.Region.Environment.Scenes
this.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.firstname, this.lastname, this.m_uuid, this.LocalId, this.Pos, DefaultTexture);
if (this.newAvatar)
{
this.m_world.InformClientOfNeighbours(this.ControllingClient);
this.m_scene.InformClientOfNeighbours(this.ControllingClient);
this.newAvatar = false;
}
}
@@ -441,7 +441,7 @@ namespace OpenSim.Region.Environment.Scenes
{
this.ControllingClient.SendWearables(this.Wearables);
this.SendFullUpdateToALLClients();
this.m_world.SendAllSceneObjectsToClient(this.ControllingClient);
this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
}
/// <summary>
@@ -462,7 +462,7 @@ namespace OpenSim.Region.Environment.Scenes
{
this.current_anim = animID;
this.anim_seq = seq;
List<ScenePresence> avatars = this.m_world.RequestAvatarList();
List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
@@ -550,10 +550,10 @@ namespace OpenSim.Region.Environment.Scenes
LLVector3 vel = this.m_velocity;
ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury * 256));
RegionInfo neighbourRegion = this.m_world.RequestNeighbouringRegionInfo(neighbourHandle);
RegionInfo neighbourRegion = this.m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
if (neighbourRegion != null)
{
bool res = this.m_world.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos, this._physActor.Flying);
bool res = this.m_scene.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos, this._physActor.Flying);
if (res)
{
this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint);
@@ -574,7 +574,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
///
/// </summary>
public override void updateMovement()
public override void UpdateMovement()
{
newForce = false;
lock (this.forcesList)