Example #1
0
        /// <summary>
        /// Request a filtered list of m_scenePresences in this World
        /// </summary>
        /// <returns></returns>
        protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
        {
            // No locking of scene presences here since we're passing back a list...

            List<ScenePresence> result = new List<ScenePresence>();
            ScenePresence[] scenePresences = GetScenePresences();

            for (int i = 0; i < scenePresences.Length; i++)
            {
                ScenePresence avatar = scenePresences[i];
                if (filter(avatar))
                    result.Add(avatar);
            }

            return result;
        }
Example #2
0
 /// <summary>
 /// Request a filtered list of ScenePresences in this region.
 /// This list is a new object, so it can be iterated over without locking.
 /// </summary>
 /// <param name="filter"></param>
 /// <returns></returns>
 public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
 {
     return m_sceneGraph.GetScenePresences(filter);
 }
Example #3
0
        /// <summary>
        /// Request a filtered list of m_scenePresences in this World
        /// </summary>
        /// <returns></returns>
        protected internal List<ScenePresence> GetScenePresences(FilterAvatarList filter)
        {
            // No locking of scene presences here since we're passing back a list...

            List<ScenePresence> result = new List<ScenePresence>();
            List<ScenePresence> ScenePresencesList = GetScenePresences();

            foreach (ScenePresence avatar in ScenePresencesList)
            {
                if (filter(avatar))
                {
                    result.Add(avatar);
                }
            }

            return result;
        }