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Removed the reference to ClientManager from scene, as scene really shouldn't have a direct reference to the UDP/Packet server's clientmanager, instead it should send all data through the ScenePresences.
For those functions that was using the clientManager's foreachClient(delegate) method, there is now a ForEachScenePresence(delegate) in scene. This change helps with the decoupling of client packet functions from the scene functions.
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@@ -18,8 +18,8 @@ namespace SimpleApp
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{
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private List<ScenePresence> m_avatars;
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public MyWorld(ClientManager clientManager, RegionInfo regionInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer)
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: base(clientManager, regionInfo, authen, commsMan, assetCach, storeMan, httpServer)
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public MyWorld( RegionInfo regionInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer)
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: base( regionInfo, authen, commsMan, assetCach, storeMan, httpServer)
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{
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m_avatars = new List<Avatar>();
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}
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@@ -61,7 +61,7 @@ namespace SimpleApp
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OpenSim.Region.Environment.StorageManager storeMan = new OpenSim.Region.Environment.StorageManager("OpenSim.DataStore.NullStorage.dll", "simpleapp.yap", "simpleapp");
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world = new MyWorld(packetServer.ClientManager, regionInfo, m_circuitManager, communicationsManager, assetCache, storeMan, httpServer);
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world = new MyWorld( regionInfo, m_circuitManager, communicationsManager, assetCache, storeMan, httpServer);
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world.PhysScene = physManager.GetPhysicsScene("basicphysics"); //PhysicsScene.Null;
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world.LoadWorldMap();
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