Added code in SceneGraph.AddSceneObjectByStateSynch to handle attachment objects.
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3d1048f1e2
commit
10a41ad5b5
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@ -601,7 +601,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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{
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m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
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//m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
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}
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}
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public virtual void AttachObject(uint localID, Quaternion rotation, byte attachPoint, UUID ownerID)
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public virtual void AttachObject(uint localID, Quaternion rotation, byte attachPoint, UUID ownerID)
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@ -2059,10 +2059,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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m_numPrim += children.Length;
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m_numPrim += children.Length;
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//SYMMETRIC SYNC,
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sceneObject.AttachToScene(m_parentScene);
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sceneObject.AttachToScene(m_parentScene);
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//sceneObject.AttachToSceneBySync(m_parentScene);
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//end of SYMMETRIC SYNC,
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//Take some special care of the case of this object being an attachment
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sceneObject.RootPart.SetAttachmentPoint(sceneObject.RootPart.AttachmentPoint);
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if (sceneObject.IsAttachment)
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{
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ScenePresence avatar = m_parentScene.GetScenePresence(sceneObject.RootPart.AttachedAvatar);
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sceneObject.RootPart.SetParentLocalId(avatar.LocalId);
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}
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//SYMMETRIC SYNC,
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//SYMMETRIC SYNC,
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sceneObject.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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sceneObject.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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