* 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:
lbsa71
2007-10-22 17:55:49 +00:00
parent 81e5cf14ce
commit dd770c384c
7 changed files with 141 additions and 109 deletions

View File

@@ -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);
}
}