Fix a rather nasty issue where the Backup() process causes objects and avatars sitting on them to be pushed to the corner of the sim.

avinationmerge
meta7 2010-08-07 16:52:03 -07:00
parent 8d3a73d126
commit 19ab4c9508
2 changed files with 120 additions and 104 deletions

View File

@ -317,8 +317,8 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_scriptListens_notAtTarget = false; private bool m_scriptListens_notAtTarget = false;
private bool m_scriptListens_atRotTarget = false; private bool m_scriptListens_atRotTarget = false;
private bool m_scriptListens_notAtRotTarget = false; private bool m_scriptListens_notAtRotTarget = false;
public bool m_dupeInProgress = false;
internal Dictionary<UUID, string> m_savedScriptState = null; internal Dictionary<UUID, string> m_savedScriptState = null;
#region Properties #region Properties
@ -475,16 +475,21 @@ namespace OpenSim.Region.Framework.Scenes
{ {
part.IgnoreUndoUpdate = false; part.IgnoreUndoUpdate = false;
part.StoreUndoState(UndoType.STATE_GROUP_POSITION); part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
part.GroupPosition = val; part.GroupPosition = val;
part.TriggerScriptChangedEvent(Changed.POSITION); if (!m_dupeInProgress)
} {
part.TriggerScriptChangedEvent(Changed.POSITION);
foreach (ScenePresence av in m_linkedAvatars) }
{ }
Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; if (!m_dupeInProgress)
av.AbsolutePosition += offset; {
av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition foreach (ScenePresence av in m_linkedAvatars)
av.SendFullUpdateToAllClients(); {
Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
av.AbsolutePosition += offset;
av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
av.SendFullUpdateToAllClients();
}
} }
//if (m_rootPart.PhysActor != null) //if (m_rootPart.PhysActor != null)
@ -1800,88 +1805,96 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
/// <returns></returns> /// <returns></returns>
public SceneObjectGroup Copy(bool userExposed) public SceneObjectGroup Copy(bool userExposed)
{ {
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); SceneObjectGroup dupe;
dupe.m_isBackedUp = false; try
dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); {
m_dupeInProgress = true;
// Warning, The following code related to previousAttachmentStatus is needed so that clones of dupe = (SceneObjectGroup)MemberwiseClone();
// attachments do not bordercross while they're being duplicated. This is hacktastic! dupe.m_isBackedUp = false;
// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
// unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
// (which should be false anyway) set it as an Attachment and then set it's Absolute Position, // Warning, The following code related to previousAttachmentStatus is needed so that clones of
// then restore it's attachment state // attachments do not bordercross while they're being duplicated. This is hacktastic!
// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
// This is only necessary when userExposed is false! // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
// (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
bool previousAttachmentStatus = dupe.RootPart.IsAttachment; // then restore it's attachment state
if (!userExposed) // This is only necessary when userExposed is false!
dupe.RootPart.IsAttachment = true;
bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
if (!userExposed)
if (!userExposed) dupe.RootPart.IsAttachment = true;
{
dupe.RootPart.IsAttachment = previousAttachmentStatus; dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
if (!userExposed)
{
dupe.RootPart.IsAttachment = previousAttachmentStatus;
}
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
if (userExposed)
dupe.m_rootPart.TrimPermissions();
/// may need to create a new Physics actor.
if (dupe.RootPart.PhysActor != null && userExposed)
{
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
dupe.RootPart.AbsolutePosition,
dupe.RootPart.Scale,
dupe.RootPart.RotationOffset,
dupe.RootPart.PhysActor.IsPhysical);
dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
List<SceneObjectPart> partList;
lockPartsForRead(true);
partList = new List<SceneObjectPart>(m_parts.Values);
lockPartsForRead(false);
partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
{
return p1.LinkNum.CompareTo(p2.LinkNum);
}
);
foreach (SceneObjectPart part in partList)
{
if (part.UUID != m_rootPart.UUID)
{
SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
newPart.LinkNum = part.LinkNum;
}
}
if (userExposed)
{
dupe.UpdateParentIDs();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
}
}
finally
{
m_dupeInProgress = false;
} }
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
if (userExposed)
dupe.m_rootPart.TrimPermissions();
/// may need to create a new Physics actor.
if (dupe.RootPart.PhysActor != null && userExposed)
{
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
dupe.RootPart.AbsolutePosition,
dupe.RootPart.Scale,
dupe.RootPart.RotationOffset,
dupe.RootPart.PhysActor.IsPhysical);
dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
List<SceneObjectPart> partList;
lockPartsForRead(true);
partList = new List<SceneObjectPart>(m_parts.Values);
lockPartsForRead(false);
partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
{
return p1.LinkNum.CompareTo(p2.LinkNum);
}
);
foreach (SceneObjectPart part in partList)
{
if (part.UUID != m_rootPart.UUID)
{
SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
newPart.LinkNum = part.LinkNum;
}
}
if (userExposed)
{
dupe.UpdateParentIDs();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
}
return dupe; return dupe;
} }

View File

@ -718,17 +718,20 @@ namespace OpenSim.Region.Framework.Scenes
// Tell the physics engines that this prim changed. // Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
} }
List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); if (!m_parentGroup.m_dupeInProgress)
foreach (ScenePresence av in avs) {
{ List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
if (av.LinkedPrim == m_uuid) foreach (ScenePresence av in avs)
{ {
Vector3 offset = (m_offsetPosition - oldpos); if (av.LinkedPrim == m_uuid)
av.OffsetPosition += offset; {
av.SendFullUpdateToAllClients(); Vector3 offset = (m_offsetPosition - oldpos);
} av.OffsetPosition += offset;
av.SendFullUpdateToAllClients();
}
}
} }
} }
TriggerScriptChangedEvent(Changed.POSITION); TriggerScriptChangedEvent(Changed.POSITION);