refactor: Use m_sittingAvatars to maintain the list of sitting avatars instead of two independent structures that do exactly the same thing

m_sittingAvatars code also already properly handles locking to avoid races.
This commit is contained in:
Justin Clark-Casey (justincc)
2014-04-03 01:14:39 +01:00
parent 91b7679db9
commit 6ac9c9c972
6 changed files with 36 additions and 87 deletions

View File

@@ -172,7 +172,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
Assert.NotNull(so1PostCross);
Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
Assert.AreEqual(1, so1PostCross.GetLinkedAvatars().Count);
}
Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;
@@ -198,7 +197,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
Assert.NotNull(so1PostReCross);
Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
Assert.AreEqual(1, so1PostReCross.GetLinkedAvatars().Count);
}
}