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.
parent
8d3a73d126
commit
19ab4c9508
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@ -318,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_scriptListens_atRotTarget = false;
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private bool m_scriptListens_notAtRotTarget = false;
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public bool m_dupeInProgress = false;
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internal Dictionary<UUID, string> m_savedScriptState = null;
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#region Properties
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@ -476,9 +476,13 @@ namespace OpenSim.Region.Framework.Scenes
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part.IgnoreUndoUpdate = false;
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part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
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part.GroupPosition = val;
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if (!m_dupeInProgress)
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{
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part.TriggerScriptChangedEvent(Changed.POSITION);
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}
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}
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if (!m_dupeInProgress)
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{
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foreach (ScenePresence av in m_linkedAvatars)
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{
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Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
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@ -486,6 +490,7 @@ namespace OpenSim.Region.Framework.Scenes
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av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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av.SendFullUpdateToAllClients();
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}
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}
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//if (m_rootPart.PhysActor != null)
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//{
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@ -1801,7 +1806,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public SceneObjectGroup Copy(bool userExposed)
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{
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SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
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SceneObjectGroup dupe;
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try
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{
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m_dupeInProgress = true;
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dupe = (SceneObjectGroup)MemberwiseClone();
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dupe.m_isBackedUp = false;
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dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
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@ -1881,7 +1890,11 @@ namespace OpenSim.Region.Framework.Scenes
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ScheduleGroupForFullUpdate();
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}
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}
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finally
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{
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m_dupeInProgress = false;
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}
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return dupe;
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}
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@ -720,6 +720,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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if (!m_parentGroup.m_dupeInProgress)
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{
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List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
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foreach (ScenePresence av in avs)
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{
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@ -731,6 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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TriggerScriptChangedEvent(Changed.POSITION);
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}
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}
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