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.
This commit is contained in:
MW
2007-07-15 18:05:41 +00:00
parent a87ebda895
commit 3c326aae99
6 changed files with 30 additions and 25 deletions

View File

@@ -18,8 +18,8 @@ namespace SimpleApp
{
private List<ScenePresence> m_avatars;
public MyWorld(ClientManager clientManager, RegionInfo regionInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer)
: base(clientManager, regionInfo, authen, commsMan, assetCach, storeMan, httpServer)
public MyWorld( RegionInfo regionInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer)
: base( regionInfo, authen, commsMan, assetCach, storeMan, httpServer)
{
m_avatars = new List<Avatar>();
}

View File

@@ -61,7 +61,7 @@ namespace SimpleApp
OpenSim.Region.Environment.StorageManager storeMan = new OpenSim.Region.Environment.StorageManager("OpenSim.DataStore.NullStorage.dll", "simpleapp.yap", "simpleapp");
world = new MyWorld(packetServer.ClientManager, regionInfo, m_circuitManager, communicationsManager, assetCache, storeMan, httpServer);
world = new MyWorld( regionInfo, m_circuitManager, communicationsManager, assetCache, storeMan, httpServer);
world.PhysScene = physManager.GetPhysicsScene("basicphysics"); //PhysicsScene.Null;
world.LoadWorldMap();