Rename ForEachAvatar back to ForEachScenePresence. The other changes

from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
This commit is contained in:
Dan Lake
2011-11-03 17:53:51 -07:00
parent 94dc7d07eb
commit b8d50b10fb
16 changed files with 35 additions and 35 deletions

View File

@@ -872,7 +872,7 @@ namespace OpenSim.Region.Framework.Scenes
try
{
ForEachAvatar(delegate(ScenePresence agent)
ForEachRootScenePresence(delegate(ScenePresence agent)
{
//agent.ControllingClient.new
//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
@@ -1017,7 +1017,7 @@ namespace OpenSim.Region.Framework.Scenes
GridRegion r = new GridRegion(region);
try
{
ForEachAvatar(delegate(ScenePresence agent)
ForEachRootScenePresence(delegate(ScenePresence agent)
{
if (m_teleportModule != null)
m_teleportModule.EnableChildAgent(agent, r);
@@ -4228,7 +4228,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Avatars may be an NPC or a 'real' client.
/// </summary>
/// <param name="action"></param>
public void ForEachAvatar(Action<ScenePresence> action)
public void ForEachRootScenePresence(Action<ScenePresence> action)
{
if(m_sceneGraph != null)
{
@@ -4326,7 +4326,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="action"></param>
public void ForEachRootClient(Action<IClientAPI> action)
{
ForEachAvatar(delegate(ScenePresence presence)
ForEachRootScenePresence(delegate(ScenePresence presence)
{
action(presence.ControllingClient);
});

View File

@@ -481,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes
ForEachCurrentScene(
delegate(Scene scene)
{
scene.ForEachAvatar(delegate(ScenePresence scenePresence)
scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
{
avatars.Add(scenePresence);
});

View File

@@ -1150,7 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = parts[i];
Scene.ForEachAvatar(delegate(ScenePresence avatar)
Scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
{
if (avatar.ParentID == LocalId)
avatar.StandUp();

View File

@@ -2216,7 +2216,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
m_parentGroup.Scene.ForEachAvatar(delegate(ScenePresence av)
m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
{
if (av.LocalId == localId)
{
@@ -2347,7 +2347,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
m_parentGroup.Scene.ForEachAvatar(delegate(ScenePresence av)
m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
{
if (av.LocalId == localId)
{
@@ -2470,7 +2470,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
m_parentGroup.Scene.ForEachAvatar(delegate(ScenePresence av)
m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
{
if (av.LocalId == localId)
{
@@ -2696,7 +2696,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
m_parentGroup.Scene.ForEachAvatar(delegate(ScenePresence sp)
m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
{
if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);

View File

@@ -956,7 +956,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// send the animations of the other presences to me
m_scene.ForEachAvatar(delegate(ScenePresence presence)
m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
{
if (presence != this)
presence.Animator.SendAnimPackToClient(ControllingClient);
@@ -2596,7 +2596,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SendOtherAgentsAvatarDataToMe()
{
int count = 0;
m_scene.ForEachAvatar(delegate(ScenePresence scenePresence)
m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
{
// only send information about other root agents
if (scenePresence.UUID == UUID)
@@ -2660,7 +2660,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
int count = 0;
m_scene.ForEachAvatar(delegate(ScenePresence scenePresence)
m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
{
// only send information about other root agents
if (scenePresence.UUID == UUID)