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

@ -318,7 +318,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_scriptListens_atRotTarget = false;
private bool m_scriptListens_notAtRotTarget = false;
public bool m_dupeInProgress = false;
internal Dictionary<UUID, string> m_savedScriptState = null;
#region Properties
@ -476,15 +476,20 @@ namespace OpenSim.Region.Framework.Scenes
part.IgnoreUndoUpdate = false;
part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
part.GroupPosition = val;
part.TriggerScriptChangedEvent(Changed.POSITION);
if (!m_dupeInProgress)
{
part.TriggerScriptChangedEvent(Changed.POSITION);
}
}
foreach (ScenePresence av in m_linkedAvatars)
if (!m_dupeInProgress)
{
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();
foreach (ScenePresence av in m_linkedAvatars)
{
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)
@ -1801,87 +1806,95 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public SceneObjectGroup Copy(bool userExposed)
{
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.m_isBackedUp = false;
dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
// Warning, The following code related to previousAttachmentStatus is needed so that clones of
// 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!
// 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,
// then restore it's attachment state
// This is only necessary when userExposed is false!
bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
if (!userExposed)
dupe.RootPart.IsAttachment = true;
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
if (!userExposed)
SceneObjectGroup dupe;
try
{
dupe.RootPart.IsAttachment = previousAttachmentStatus;
}
m_dupeInProgress = true;
dupe = (SceneObjectGroup)MemberwiseClone();
dupe.m_isBackedUp = false;
dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
// Warning, The following code related to previousAttachmentStatus is needed so that clones of
// 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!
// 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,
// then restore it's attachment state
if (userExposed)
dupe.m_rootPart.TrimPermissions();
// This is only necessary when userExposed is false!
/// may need to create a new Physics actor.
if (dupe.RootPart.PhysActor != null && userExposed)
{
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
dupe.RootPart.Name,
pbs,
dupe.RootPart.AbsolutePosition,
dupe.RootPart.Scale,
dupe.RootPart.RotationOffset,
dupe.RootPart.PhysActor.IsPhysical);
if (!userExposed)
dupe.RootPart.IsAttachment = true;
dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
List<SceneObjectPart> partList;
lockPartsForRead(true);
partList = new List<SceneObjectPart>(m_parts.Values);
lockPartsForRead(false);
partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
if (!userExposed)
{
return p1.LinkNum.CompareTo(p2.LinkNum);
dupe.RootPart.IsAttachment = previousAttachmentStatus;
}
);
foreach (SceneObjectPart part in partList)
{
if (part.UUID != m_rootPart.UUID)
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)
{
SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
PrimitiveBaseShape pbs = dupe.RootPart.Shape;
newPart.LinkNum = part.LinkNum;
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();
}
}
if (userExposed)
finally
{
dupe.UpdateParentIDs();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
m_dupeInProgress = false;
}
return dupe;
}

View File

@ -720,14 +720,17 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
foreach (ScenePresence av in avs)
if (!m_parentGroup.m_dupeInProgress)
{
if (av.LinkedPrim == m_uuid)
List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
foreach (ScenePresence av in avs)
{
Vector3 offset = (m_offsetPosition - oldpos);
av.OffsetPosition += offset;
av.SendFullUpdateToAllClients();
if (av.LinkedPrim == m_uuid)
{
Vector3 offset = (m_offsetPosition - oldpos);
av.OffsetPosition += offset;
av.SendFullUpdateToAllClients();
}
}
}
}