* Swaps Scene.Entities Dictionary for EntityManager.

* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values').
* Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
This commit is contained in:
Adam Frisby
2008-11-24 14:45:05 +00:00
parent 202406c522
commit 47829849d9
8 changed files with 48 additions and 19 deletions

View File

@@ -59,7 +59,8 @@ namespace OpenSim.Region.Environment.Scenes
protected internal Dictionary<UUID, ScenePresence> ScenePresences = new Dictionary<UUID, ScenePresence>();
// SceneObjects is not currently populated or used.
//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
protected internal EntityManager Entities = new EntityManager();
// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
protected internal BasicQuadTreeNode QuadTree;
@@ -972,10 +973,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns></returns>
protected internal List<EntityBase> GetEntities()
{
lock (Entities)
{
return new List<EntityBase>(Entities.Values);
}
return Entities.GetEntities();
}
protected internal Dictionary<uint, float> GetTopScripts()