Cleaned up access to scenepresences in scenegraph. GetScenePresences and GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).

This commit is contained in:
Dan Lake
2010-03-19 05:51:16 -07:00
committed by John Hurliman
parent 73e9b0be72
commit 859bc717a4
22 changed files with 378 additions and 513 deletions

View File

@@ -1321,11 +1321,11 @@ namespace OpenSim.Region.Framework.Scenes
if (volume < 0)
volume = 0;
List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
foreach (ScenePresence p in avatarts)
m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
{
p.ControllingClient.SendAttachedSoundGainChange(UUID, (float)volume);
}
if(!sp.IsChildAgent)
sp.ControllingClient.SendAttachedSoundGainChange(UUID, (float)volume);
});
}
/// <summary>
@@ -2609,12 +2609,13 @@ namespace OpenSim.Region.Framework.Scenes
}
}
List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
foreach (ScenePresence p in avatarts)
m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
{
if (!(Util.GetDistanceTo(p.AbsolutePosition, AbsolutePosition) >= 100))
p.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
}
if (sp.IsChildAgent)
return;
if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
});
}
public void RemFlag(PrimFlags flag)