Changed the way RemoveObject is handled: now Scene.DeleteSceneObject() calls RegionSyncModule to

send RemovedObject message to other actors for synchronization.
dsg
Huaiyu (Kitty) Liu 2011-01-13 15:36:44 -08:00
parent c1e19ead74
commit 0be2fe7f13
4 changed files with 19 additions and 7 deletions

View File

@ -89,7 +89,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//Register for local Scene events //Register for local Scene events
m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation; m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
m_scene.EventManager.OnObjectBeingRemovedFromScene += new EventManager.ObjectBeingRemovedFromScene(RegionSyncModule_OnObjectBeingRemovedFromScene); //m_scene.EventManager.OnObjectBeingRemovedFromScene += new EventManager.ObjectBeingRemovedFromScene(RegionSyncModule_OnObjectBeingRemovedFromScene);
} }
@ -1273,7 +1273,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// only be triggered by an object removal that is initiated locally. /// only be triggered by an object removal that is initiated locally.
/// </summary> /// </summary>
/// <param name="sog"></param> /// <param name="sog"></param>
private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog) //private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
public void SendDeleteObject(SceneObjectGroup sog)
{ {
//m_log.DebugFormat("RegionSyncModule_OnObjectBeingRemovedFromScene called at time {0}:{1}:{2}", DateTime.Now.Minute, DateTime.Now.Second, DateTime.Now.Millisecond); //m_log.DebugFormat("RegionSyncModule_OnObjectBeingRemovedFromScene called at time {0}:{1}:{2}", DateTime.Now.Minute, DateTime.Now.Second, DateTime.Now.Millisecond);

View File

@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Interfaces
//void SendUpdatesToSynchronizeState(List<SceneObjectGroup> sog); //void SendUpdatesToSynchronizeState(List<SceneObjectGroup> sog);
void SendSceneUpdates(); void SendSceneUpdates();
void SendTerrainUpdates(string lastUpdateActorID); void SendTerrainUpdates(string lastUpdateActorID);
//void SendDeleteObject(SceneObjectGroup sog); void SendDeleteObject(SceneObjectGroup sog);
//For propogating scene events to other actors //For propogating scene events to other actors
void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs); void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs);

View File

@ -662,8 +662,7 @@ namespace OpenSim.Region.Framework.Scenes
if (UnlinkSceneObject(group, false)) if (UnlinkSceneObject(group, false))
{ {
//For object removals caused by remote events (by other actors), do not trigger local event ObjectBeingRemovedFromScene EventManager.TriggerObjectBeingRemovedFromScene(group);
//EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted(); EventManager.TriggerParcelPrimCountTainted();
} }
@ -2430,8 +2429,16 @@ namespace OpenSim.Region.Framework.Scenes
{ {
part.SyncInfoUpdate(); part.SyncInfoUpdate();
} }
//end of SYMMETRIC SYNC *
* */ * */
//Propagate the RemovedObject message
if (RegionSyncModule != null)
{
RegionSyncModule.SendDeleteObject(group);
}
//end of SYMMETRIC SYNC
} }
/// <summary> /// <summary>
@ -3592,9 +3599,12 @@ namespace OpenSim.Region.Framework.Scenes
ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
//SYMMETRIC SYNC: object remove should be handled through RegionSyncModule
// REGION SYNC // REGION SYNC
/*
if( IsSyncedServer() ) if( IsSyncedServer() )
RegionSyncServerModule.DeleteObject(m_regionHandle, localID, part); RegionSyncServerModule.DeleteObject(m_regionHandle, localID, part);
* */
} }
#endregion #endregion

View File

@ -1163,7 +1163,8 @@ namespace OpenSim.Region.Framework.Scenes
Scene.RegionSyncServerModule.DeleteObject(part.RegionHandle, part.LocalId, part); Scene.RegionSyncServerModule.DeleteObject(part.RegionHandle, part.LocalId, part);
//return; //return;
} }
* */ * */
//end of SYMMETRIC SYNC
Scene.ForEachScenePresence(delegate(ScenePresence avatar) Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{ {