mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 03:06:05 +08:00
* Made EstateSetting static since there's only one instance, and we only need to create it once
* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
This commit is contained in:
@@ -469,7 +469,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
double[,] map = storageManager.DataStore.LoadTerrain();
|
||||
if (map == null)
|
||||
{
|
||||
if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
|
||||
if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile))
|
||||
{
|
||||
MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain.");
|
||||
Terrain.HillsGenerator();
|
||||
@@ -480,8 +480,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
try
|
||||
{
|
||||
Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
|
||||
Terrain *= m_regInfo.estateSettings.terrainMultiplier;
|
||||
Terrain.LoadFromFileF32(m_regInfo.EstateSettings.terrainFile);
|
||||
Terrain *= m_regInfo.EstateSettings.terrainMultiplier;
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -511,9 +511,9 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
{
|
||||
//create a texture asset of the terrain
|
||||
byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
|
||||
m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
|
||||
m_regInfo.EstateSettings.terrainImageID = LLUUID.Random();
|
||||
AssetBase asset = new AssetBase();
|
||||
asset.FullID = m_regInfo.estateSettings.terrainImageID;
|
||||
asset.FullID = m_regInfo.EstateSettings.terrainImageID;
|
||||
asset.Data = data;
|
||||
asset.Name = "terrainImage";
|
||||
asset.Type = 0;
|
||||
@@ -1001,12 +1001,20 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="whatToDo"></param>
|
||||
public void ForEachScenePresence(Action<ScenePresence> whatToDo)
|
||||
/// <param name="action"></param>
|
||||
public void ForEachScenePresence(Action<ScenePresence> action)
|
||||
{
|
||||
foreach (ScenePresence presence in m_scenePresences.Values)
|
||||
{
|
||||
whatToDo(presence);
|
||||
action(presence);
|
||||
}
|
||||
}
|
||||
|
||||
public void ForEachObject(Action<SceneObjectGroup> action)
|
||||
{
|
||||
foreach (SceneObjectGroup presence in m_sceneObjects.Values)
|
||||
{
|
||||
action(presence);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user