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

@@ -112,7 +112,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
{
foreach (Scene scene in m_scenes.Values)
{
scene.ForEachAvatar(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
scene.ForEachRootScenePresence(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
}
}
}
@@ -123,7 +123,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
{
foreach (Scene scene in m_scenes.Values)
{
scene.ForEachAvatar(
scene.ForEachRootScenePresence(
delegate(ScenePresence sp)
{
bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);

View File

@@ -373,7 +373,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Concierge
scene.GetRootAgentCount(), scene.RegionInfo.RegionName,
scene.RegionInfo.RegionID,
DateTime.UtcNow.ToString("s")));
scene.ForEachAvatar(delegate(ScenePresence sp)
scene.ForEachRootScenePresence(delegate(ScenePresence sp)
{
list.Append(String.Format(" <avatar name=\"{0}\" uuid=\"{1}\" />\n", sp.Name, sp.UUID));
list.Append("</avatars>");