Restore old PhysicsActor sync code. Not tested yet

dsg
Robert Adams 2011-02-25 16:54:04 -08:00
parent 319c48f112
commit 11db34313d
3 changed files with 27 additions and 6 deletions

View File

@ -601,11 +601,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
{ {
<<<<<<< HEAD
// m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate"); // m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
=======
//m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
>>>>>>> 513ca97eb038efea3dd7685a314b3f64e8770784
} }
public virtual void AttachObject(uint localID, Quaternion rotation, byte attachPoint, UUID ownerID) public virtual void AttachObject(uint localID, Quaternion rotation, byte attachPoint, UUID ownerID)

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@ -496,6 +496,28 @@ namespace OpenSim.Region.Framework.Scenes
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
//RA: Physics Engine //RA: Physics Engine
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
protected IPhysEngineToSceneConnectorModule m_physEngineToSceneConnectorModule = null;
public IPhysEngineToSceneConnectorModule PhysEngineToSceneConnectorModule
{
get { return m_physEngineToSceneConnectorModule; }
set { m_physEngineToSceneConnectorModule = value; }
}
protected ISceneToPhysEngineServer m_sceneToPhysEngineSyncServer = null;
public ISceneToPhysEngineServer SceneToPhysEngineSyncServer
{
get
{
if (m_sceneToPhysEngineSyncServer == null)
{
// kludge since this module is loaded in postInitialize
m_sceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
}
return m_sceneToPhysEngineSyncServer;
}
set { m_sceneToPhysEngineSyncServer = value; }
}
protected bool IsPhysEngineActor() protected bool IsPhysEngineActor()
{ {
// turns out every actor needs the physics engine. // turns out every actor needs the physics engine.
@ -1483,8 +1505,9 @@ namespace OpenSim.Region.Framework.Scenes
//REGION SYNC //REGION SYNC
RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>(); RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>();
RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>(); RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>();
ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>(); ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
//SYMMETRIC SYNC (KittyL: started 12/23/2010) //SYMMETRIC SYNC (KittyL: started 12/23/2010)
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////

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@ -199,6 +199,8 @@ namespace OpenSim.Region.Physics.Manager
get { return m_UUID; } get { return m_UUID; }
} }
public PhysActorLastValues lastValues; public PhysActorLastValues lastValues;
// ID of actor which last updated the values. Send if I did the change.
public string ChangingActorID = "YY";
// set to true of prim is updated // set to true of prim is updated
public bool SyncUpdated; public bool SyncUpdated;