Restore old PhysicsActor sync code. Not tested yet
parent
319c48f112
commit
11db34313d
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@ -601,11 +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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<<<<<<< HEAD
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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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//m_log.Debug("[REGION SYNC AVATAR] SendPrimUpdate");
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>>>>>>> 513ca97eb038efea3dd7685a314b3f64e8770784
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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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@ -496,6 +496,28 @@ namespace OpenSim.Region.Framework.Scenes
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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//RA: Physics Engine
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//RA: Physics Engine
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///////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////
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protected IPhysEngineToSceneConnectorModule m_physEngineToSceneConnectorModule = null;
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public IPhysEngineToSceneConnectorModule PhysEngineToSceneConnectorModule
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{
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get { return m_physEngineToSceneConnectorModule; }
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set { m_physEngineToSceneConnectorModule = value; }
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}
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protected ISceneToPhysEngineServer m_sceneToPhysEngineSyncServer = null;
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public ISceneToPhysEngineServer SceneToPhysEngineSyncServer
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{
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get
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{
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if (m_sceneToPhysEngineSyncServer == null)
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{
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// kludge since this module is loaded in postInitialize
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m_sceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
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}
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return m_sceneToPhysEngineSyncServer;
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}
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set { m_sceneToPhysEngineSyncServer = value; }
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}
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protected bool IsPhysEngineActor()
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protected bool IsPhysEngineActor()
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{
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{
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// turns out every actor needs the physics engine.
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// turns out every actor needs the physics engine.
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@ -1483,8 +1505,9 @@ namespace OpenSim.Region.Framework.Scenes
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//REGION SYNC
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//REGION SYNC
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RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>();
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RegionSyncServerModule = RequestModuleInterface<IRegionSyncServerModule>();
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RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>();
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RegionSyncClientModule = RequestModuleInterface<IRegionSyncClientModule>();
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ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
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ScriptEngineToSceneConnectorModule = RequestModuleInterface<IScriptEngineToSceneConnectorModule>();
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PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
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SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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//SYMMETRIC SYNC (KittyL: started 12/23/2010)
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//SYMMETRIC SYNC (KittyL: started 12/23/2010)
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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@ -199,6 +199,8 @@ namespace OpenSim.Region.Physics.Manager
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get { return m_UUID; }
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get { return m_UUID; }
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}
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}
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public PhysActorLastValues lastValues;
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public PhysActorLastValues lastValues;
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// ID of actor which last updated the values. Send if I did the change.
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public string ChangingActorID = "YY";
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// set to true of prim is updated
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// set to true of prim is updated
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public bool SyncUpdated;
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public bool SyncUpdated;
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