Reduce number of paths in SOP code by setting flags via Flags property rather than _flags
Both ObjectFlags and Flags are effectively exactly the same property, except that ObjectFlags is uint and Flags is PrimFlags Both reference the PrimFlags _flags underneath, so you couldn't set a non PrimFlags uint anyway. Deprecated ObjectFlags in favour of Flags.prebuild-update
parent
7203feb83c
commit
0a81038dd5
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@ -396,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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_flags = 0;
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Flags = 0;
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CreateSelected = true;
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TrimPermissions();
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@ -424,7 +424,7 @@ namespace OpenSim.Region.Framework.Scenes
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private uint _groupMask = (uint)PermissionMask.None;
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private uint _everyoneMask = (uint)PermissionMask.None;
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private uint _nextOwnerMask = (uint)PermissionMask.All;
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private PrimFlags _flags = 0;
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private PrimFlags _flags = PrimFlags.None;
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private DateTime m_expires;
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private DateTime m_rezzed;
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private bool m_createSelected = false;
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@ -471,10 +471,14 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_inventory.Items = value; }
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}
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/// <summary>
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/// This is idential to the Flags property, except that the returned value is uint rather than PrimFlags
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/// </summary>
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[Obsolete("Use Flags property instead")]
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public uint ObjectFlags
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{
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get { return (uint)_flags; }
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set { _flags = (PrimFlags)value; }
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get { return (uint)Flags; }
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set { Flags = (PrimFlags)value; }
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}
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public UUID UUID
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@ -1169,7 +1173,11 @@ namespace OpenSim.Region.Framework.Scenes
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public PrimFlags Flags
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{
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get { return _flags; }
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set { _flags = value; }
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set
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{
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// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
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_flags = value;
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}
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}
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[XmlIgnore]
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@ -1305,7 +1313,7 @@ namespace OpenSim.Region.Framework.Scenes
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if ((ObjectFlags & (uint) flag) == 0)
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{
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//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
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_flags |= flag;
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Flags |= flag;
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if (flag == PrimFlags.TemporaryOnRez)
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ResetExpire();
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@ -1940,12 +1948,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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public uint GetEffectiveObjectFlags()
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{
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PrimFlags f = _flags;
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if (m_parentGroup == null || m_parentGroup.RootPart == this)
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f &= ~(PrimFlags.Touch | PrimFlags.Money);
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{
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// Commenting this section of code out since it doesn't actually do anything, as enums are handled by
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// value rather than reference
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// PrimFlags f = _flags;
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// if (m_parentGroup == null || m_parentGroup.RootPart == this)
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// f &= ~(PrimFlags.Touch | PrimFlags.Money);
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return (uint)_flags | (uint)LocalFlags;
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return (uint)Flags | (uint)LocalFlags;
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}
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public Vector3 GetGeometricCenter()
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@ -2696,10 +2706,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void RemFlag(PrimFlags flag)
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{
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// PrimFlags prevflag = Flags;
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if ((ObjectFlags & (uint) flag) != 0)
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if ((Flags & flag) != 0)
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{
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//m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
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_flags &= ~flag;
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Flags &= ~flag;
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}
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//m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
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//ScheduleFullUpdate();
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@ -2990,10 +3000,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (remoteClient.AgentId == _ownerID)
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{
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if ((uint) (_flags & PrimFlags.CreateSelected) != 0)
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if ((Flags & PrimFlags.CreateSelected) != 0)
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{
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clientFlags |= (uint) PrimFlags.CreateSelected;
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_flags &= ~PrimFlags.CreateSelected;
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Flags &= ~PrimFlags.CreateSelected;
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}
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}
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//bool isattachment = IsAttachment;
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