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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.
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@@ -112,7 +112,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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foreach (Scene scene in m_scenes.Values)
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{
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scene.ForEachAvatar(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
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scene.ForEachRootScenePresence(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
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}
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}
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}
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@@ -123,7 +123,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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foreach (Scene scene in m_scenes.Values)
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{
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scene.ForEachAvatar(
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scene.ForEachRootScenePresence(
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delegate(ScenePresence sp)
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{
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
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@@ -373,7 +373,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Concierge
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scene.GetRootAgentCount(), scene.RegionInfo.RegionName,
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scene.RegionInfo.RegionID,
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DateTime.UtcNow.ToString("s")));
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scene.ForEachAvatar(delegate(ScenePresence sp)
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scene.ForEachRootScenePresence(delegate(ScenePresence sp)
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{
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list.Append(String.Format(" <avatar name=\"{0}\" uuid=\"{1}\" />\n", sp.Name, sp.UUID));
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list.Append("</avatars>");
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