* Refactor: Move the responsibility for applying physics and sending the initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed0.6.0-stable
parent
33d32355a1
commit
16d0a895cb
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@ -45,7 +45,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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XmlDocument doc = new XmlDocument();
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XmlNode rootNode;
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int primCount = 0;
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if (fileName.StartsWith("http:") || File.Exists(fileName))
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{
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XmlTextReader reader = new XmlTextReader(fileName);
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@ -65,33 +65,6 @@ namespace OpenSim.Region.Environment.Scenes
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//obj.RegenerateFullIDs();
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scene.AddSceneObject(obj, true);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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// Apply loadOffsets for load/import and move combinations
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rootPart.GroupPosition = rootPart.AbsolutePosition + loadOffset;
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bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) &&
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scene.m_physicalPrim);
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if ((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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rootPart.PhysActor = scene.PhysicsScene.AddPrimShape(
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rootPart.Name,
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rootPart.Shape,
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new PhysicsVector(rootPart.AbsolutePosition.X + loadOffset.X,
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rootPart.AbsolutePosition.Y + loadOffset.Y,
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rootPart.AbsolutePosition.Z + loadOffset.Z),
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new PhysicsVector(rootPart.Scale.X, rootPart.Scale.Y, rootPart.Scale.Z),
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new Quaternion(rootPart.RotationOffset.W, rootPart.RotationOffset.X,
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rootPart.RotationOffset.Y, rootPart.RotationOffset.Z), UsePhysics);
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// to quote from SceneObjectPart: Basic
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// Physics returns null.. joy joy joy.
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if (rootPart.PhysActor != null)
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{
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rootPart.PhysActor.LocalID = rootPart.LocalId;
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rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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}
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primCount++;
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}
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}
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else
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@ -196,10 +169,6 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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scene.AddSceneObjectFromStorage(obj);
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obj.ApplyPhysics(scene.m_physicalPrim);
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obj.ScheduleGroupForFullUpdate();
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}
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public static void SavePrimsToXml2(Scene scene, string fileName)
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@ -197,15 +197,16 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.LocalId = m_parentScene.PrimIDAllocate();
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}
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sceneObject.UpdateParentIDs();
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AddSceneObject(sceneObject, true);
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}
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/// <summary>
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/// Add an object to the scene.
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/// Add an object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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@ -216,6 +217,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// </returns>
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protected internal bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim);
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sceneObject.ScheduleGroupForFullUpdate();
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lock (Entities)
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{
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if (!Entities.ContainsKey(sceneObject.UUID))
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@ -1499,7 +1499,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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string xmlData = Helpers.FieldToUTF8String(rezAsset.Data);
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SceneObjectGroup group = new SceneObjectGroup(this, m_regionHandle, xmlData);
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if (!ExternalChecks.ExternalChecksCanRezObject(group.Children.Count,remoteClient.AgentId, pos) && !attachment)
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if (!ExternalChecks.ExternalChecksCanRezObject(group.Children.Count, remoteClient.AgentId, pos) && !attachment)
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{
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return null;
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}
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@ -1460,7 +1460,6 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
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rootPart.TrimPermissions();
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group.CheckSculptAndLoad();
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group.ApplyPhysics(m_physicalPrim);
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//rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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}
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@ -1578,9 +1577,12 @@ namespace OpenSim.Region.Environment.Scenes
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public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
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{
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//m_log.DebugFormat(
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// "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName);
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddSceneObject(sceneOb, true);
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SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
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// if grass or tree, make phantom
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//rootPart.TrimPermissions();
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@ -1591,9 +1593,8 @@ namespace OpenSim.Region.Environment.Scenes
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if (rootPart.Shape.PCode != (byte)PCode.Grass)
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AdaptTree(ref shape);
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}
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// if not phantom, add to physics
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sceneOb.ApplyPhysics(m_physicalPrim);
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m_innerScene.AddToUpdateList(sceneOb);
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AddSceneObject(sceneOb, true);
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return sceneOb;
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}
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@ -350,10 +350,6 @@ namespace OpenSim.Region.Environment.Scenes
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SetPartAsRoot(part);
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RegionHandle = regionHandle;
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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@ -412,10 +408,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.ParentID = 0;
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m_rootPart.RegionHandle = m_regionHandle;
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UpdateParentIDs();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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@ -854,7 +846,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (part.UUID != m_rootPart.UUID)
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{
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part.ParentID = m_rootPart.LocalId;
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}
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}
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}
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@ -77,7 +77,6 @@ namespace OpenSim.Region.Examples.SimpleModule
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FileSystemObject fileObject = new FileSystemObject(m_scene, fileInfo, filePos);
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m_scene.AddSceneObject(fileObject, true);
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fileObject.ScheduleGroupForFullUpdate();
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}
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}
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