DelinkFromGroup now calls AddNewSceneObjectByDelink, to avoid calling SyncNewObject later.

Also, replace all "SYMMETRIC SYNC" with "DSG SYNC" in comments.
dsg
Huaiyu (Kitty) Liu 2011-04-20 14:59:06 -07:00
parent a5ebd04d9d
commit 1c1d3893fc
20 changed files with 188 additions and 173 deletions

View File

@ -386,7 +386,7 @@ namespace OpenSim.Framework
public string RemotingAddress;
public UUID ScopeID = UUID.Zero;
//SYMMETRIC SYNC
//DSG SYNC
//IP:port for the symmetric sync listener this actor is configured to connect to
private string m_syncServerAddr = String.Empty;
private int m_syncServerPort;
@ -398,7 +398,7 @@ namespace OpenSim.Framework
private int m_physicsSyncServerPort;
private uint m_quarkLocX;
private uint m_quarkLocY;
//end of SYMMETRIC SYNC
//end of DSG SYNC
// Apparently, we're applying the same estatesettings regardless of whether it's local or remote.
@ -689,7 +689,7 @@ namespace OpenSim.Framework
get { return Util.UIntsToLong((RegionLocX * (uint) Constants.RegionSize), (RegionLocY * (uint) Constants.RegionSize)); }
}
//SYMMETRIC SYNC
//DSG SYNC
public string SyncServerAddress
{
get { return m_syncServerAddr; }
@ -726,7 +726,7 @@ namespace OpenSim.Framework
get { return m_quarkLocY; }
set { m_quarkLocY = value; }
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
public void SetEndPoint(string ipaddr, int port)
{
@ -883,7 +883,7 @@ namespace OpenSim.Framework
//
ScopeID = new UUID(config.GetString("ScopeID", UUID.Zero.ToString()));
// SYMMETRIC SYNC
// DSG SYNC
m_syncServerAddr = config.GetString("SyncServerAddress", String.Empty);
m_syncServerPort = config.GetInt("SyncServerPort", -1);
//if either IP or port is not configured, we set IP to empty to raise warning later
@ -908,7 +908,7 @@ namespace OpenSim.Framework
m_quarkLocY = Convert.ToUInt32(quarkLocElements[1]);
// end of SYMMETRIC SYNC
// end of DSG SYNC
}

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@ -411,11 +411,11 @@ namespace OpenSim
scene.StartTimer();
//SYMMETRIC SYNC
//DSG SYNC
//For INonSharedRegionModule, there is no more PostInitialise(). So we trigger OnPostSceneCreation event here
//to let the Sync modules to do their work once all modules are loaded and scene has interfaces to all of them.
scene.EventManager.TriggerOnPostSceneCreation(scene);
//end of SYMMETRIC SYNC
//end of DSG SYNC
return clientServer;
}

View File

@ -674,7 +674,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
rootPart.TrimPermissions();
//SYMMETRIC SYNC: move this part to the bottom of this function,
//DSG SYNC: move this part to the bottom of this function,
//so that all properties of the object would have been set once
//AddNewSceneObject is called.
if (attachment)

View File

@ -318,7 +318,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
RegionSyncMessage.HandleSuccess(LogHeader(), msg, String.Format("Syncing to region \"{0}\"", m_regionName));
return;
}
//SYMMETRIC SYNC: do not handle terrian and object updates
//DSG SYNC: do not handle terrian and object updates
case RegionSyncMessage.MsgType.Terrain:
{
if(!m_symSync)
@ -378,7 +378,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
return;
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
case RegionSyncMessage.MsgType.NewAvatar:
{
// Get the data from message and error check
@ -854,13 +854,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.RegionName, m_scene.RegionInfo.RegionName));
m_log.WarnFormat("Sending region name: \"{0}\"", m_scene.RegionInfo.RegionName);
//SYMMETRIC SYNC: commenting out terrian and object updates
//DSG SYNC: commenting out terrian and object updates
if (!m_symSync)
{
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetTerrain));
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetObjects));
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
Send(new RegionSyncMessage(RegionSyncMessage.MsgType.GetAvatars));
// Register for events which will be forwarded to authoritative scene
@ -910,11 +910,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// Register for interesting client events which will be forwarded to auth sim
// These are the raw packet data blocks from the client, intercepted and sent up to the sim
client.OnAgentUpdateRaw += HandleAgentUpdateRaw;
//SYMMETRIC SYNC: do not subscribe to OnChatFromClientRaw: RegionSyncModule + Scene.EventManager will handle this.
//DSG SYNC: do not subscribe to OnChatFromClientRaw: RegionSyncModule + Scene.EventManager will handle this.
//client.OnChatFromClientRaw += HandleChatFromClientRaw;
client.OnAgentRequestSit += HandleAgentRequestSit;
client.OnAgentSit += HandleAgentSit;
//SYMMETRIC SYNC: do not subscribe to OnGrabObject, OnGrabUpdate, and OnDeGrabObject: RegionSyncModule + Scene.EventManager will handle this.
//DSG SYNC: do not subscribe to OnGrabObject, OnGrabUpdate, and OnDeGrabObject: RegionSyncModule + Scene.EventManager will handle this.
//client.OnGrabObject += HandleGrabObject;
//client.OnGrabUpdate += HandleGrabUpdate;
//client.OnDeGrabObject += HandleDeGrabObject;

View File

@ -202,10 +202,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// *** This is the main receive loop thread for each connected client
private void ReceiveLoop()
{
//SYMMETRIC SYNC: commenting out the code for handling chats
//DSG SYNC: commenting out the code for handling chats
// m_scene.EventManager.OnChatFromClient += new EventManager.ChatFromClientEvent(EventManager_OnChatFromClient);
// m_scene.EventManager.OnChatFromWorld += new EventManager.ChatFromWorldEvent(EventManager_OnChatFromClient);
//end of SYMMETRIC SYNC
//end of DSG SYNC
// Reset stats and time
@ -327,7 +327,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
RegionSyncMessage.HandleSuccess(LogHeader, msg, String.Format("Syncing to region \"{0}\"", m_regionName));
return;
}
//SYMMETRIC SYNC: do not handle terrian and object updates
//DSG SYNC: do not handle terrian and object updates
case RegionSyncMessage.MsgType.GetTerrain:
{
/*
@ -358,7 +358,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
* */
return;
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
case RegionSyncMessage.MsgType.GetAvatars:
{
m_scene.ForEachScenePresence(delegate(ScenePresence presence)

View File

@ -151,7 +151,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//m_scene.EventManager.OnNewPresence += new EventManager.OnNewPresenceDelegate(EventManager_OnNewPresence);
m_scene.EventManager.OnRemovePresence += new EventManager.OnRemovePresenceDelegate(EventManager_OnRemovePresence);
//SYMMETRIC SYNC: do not handle object updates
//DSG SYNC: do not handle object updates
/*
if (!m_symsync)
{
@ -162,7 +162,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_scene.EventManager.OnOarFileLoaded += new EventManager.OarFileLoaded(EventManager_OnOarFileLoaded);
}
* */
//end of SYMMETRIC SYNC
//end of DSG SYNC
// Start the server and listen for RegionSyncClients
m_serveraddr = m_scene.RegionInfo.AvatarSyncServerAddress;
m_serverport = m_scene.RegionInfo.AvatarSyncServerPort;
@ -300,7 +300,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
// Sending the message when it's first queued would yield lower latency but much higher load on the simulator
// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
//SYMMETRIC SYNC: do not handle object updates
//DSG SYNC: do not handle object updates
/*
if (!m_symsync)
{
@ -317,7 +317,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
* */
//end of SYMMETRIC SYNC
//end of DSG SYNC
foreach (ScenePresence presence in presenceUpdates)
{
try

View File

@ -1944,6 +1944,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
foreach (SceneObjectGroup sog in sogList)
{
m_log.WarnFormat("SyncStateReport -- SOG: name {0}, UUID {1}, position {2}", sog.Name, sog.UUID, sog.AbsolutePosition);
foreach (SceneObjectPart part in sog.Parts)
{
m_log.WarnFormat(" -- part {0}, UUID {1}, LocalID {2}, offset-position {3}", part.Name, part.UUID, part.LocalId, part.OffsetPosition);
}
}
if (m_isSyncRelay)
@ -2541,6 +2545,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
}
}

View File

@ -127,11 +127,11 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
m_listenerManager = new ListenerManager(maxlisteners, maxhandles);
m_scene.EventManager.OnChatFromClient += DeliverClientMessage;
m_scene.EventManager.OnChatBroadcast += DeliverClientMessage;
//SYMMETRIC SYNC
//DSG SYNC
//m_scene.EventManager.OnChatFromWorld += DeliverClientMessage;
//Kitty: temp debug
//m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
//end SYMMETRIC SYNC
//end DSG SYNC
m_pendingQ = new Queue();
m_pending = Queue.Synchronized(m_pendingQ);
}

View File

@ -551,14 +551,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
m_scene.SaveTerrain();
//SYMMETRIC SYNC
//DSG SYNC
//Terrain has been modified, send out sync message if needed
//if (m_scene.RegionSyncModule != null)
//{
//m_log.DebugFormat("EventManager_OnTerrainTick: To call SendTerrainUpdates with TS {0} and actorID {1}", m_lastUpdateTimeStamp, m_lastUpdateActorID);
//m_scene.RegionSyncModule.SendTerrainUpdates(m_lastUpdateTimeStamp, m_lastUpdateActorID);
//}
//end of SYMMETRIC SYNC
//end of DSG SYNC
// Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
//m_scene.CreateTerrainTexture(true);
@ -600,7 +600,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
client.OnUnackedTerrain += client_OnUnackedTerrain;
}
//SYMMETRIC SYNC
//DSG SYNC
private long m_lastUpdateTimeStamp = DateTime.Now.Ticks;
public long LastUpdateTimeStamp
{
@ -675,7 +675,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_lastUpdateActorID = lastUpdateActorID;
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
/// <summary>
/// Checks to see if the terrain has been modified since last check
@ -684,7 +684,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// </summary>
private void CheckForTerrainUpdates()
{
//SYMMETRIC SYNC
//DSG SYNC
m_log.DebugFormat("CheckForTerrainUpdates() called");
//Assumption: Thus function is only called when the terrain is updated by the local actor.
// Updating terrain during receiving sync messages from another actor will call CheckForTerrainUpdates.
@ -696,7 +696,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
//Check if the terrain has been modified and send out sync message if modified.
CheckForTerrainUpdates(false, currentTimeTick, localActorID);
//end of SYMMETRIC SYNC
//end of DSG SYNC
//CheckForTerrainUpdates(false);
}
@ -710,9 +710,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// <param name="respectEstateSettings">should height map deltas be limited to the estate settings limits</param>
/// </summary>
//private void CheckForTerrainUpdates(bool respectEstateSettings)
//SYMMETRIC SYNC: Change the interface, to input the right sync information for the most recent update
//DSG SYNC: Change the interface, to input the right sync information for the most recent update
private void CheckForTerrainUpdates(bool respectEstateSettings, long lastUpdateTimeStamp, string lastUpdateActorID)
//end of SYMMETRIC SYNC
//end of DSG SYNC
{
bool shouldTaint = false;
float[] serialised = m_channel.GetFloatsSerialised();
@ -741,14 +741,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
if (shouldTaint)
{
m_tainted = true;
//SYMMETRIC SYNC
//DSG SYNC
//Terrain has been modified, updated the sync info
if (m_scene.RegionSyncModule != null)
{
SyncInfoUpdate(lastUpdateTimeStamp, lastUpdateActorID);
m_scene.RegionSyncModule.SendTerrainUpdates(lastUpdateTimeStamp, lastUpdateActorID);
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}
@ -862,9 +862,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_channel, allowMask, west, south, height, size, seconds);
//CheckForTerrainUpdates(!god); //revert changes outside estate limits
//SYMMETRIC SYNC
//DSG SYNC
CheckForTerrainUpdates(!god, DateTime.Now.Ticks, m_scene.GetSyncActorID());
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}
else
@ -906,9 +906,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_channel, fillArea, size);
//CheckForTerrainUpdates(!god); //revert changes outside estate limits
//SYMMETRIC SYNC
//DSG SYNC
CheckForTerrainUpdates(!god, DateTime.Now.Ticks, m_scene.GetSyncActorID());
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}
else

View File

@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
void UndoTerrain(ITerrainChannel channel);
//SYMMETRIC SYNC
//DSG SYNC
/// <summary>
/// Invoked by receiving a terrain sync message. First, check if the
/// timestamp is more advance than the local copy. If so, update the
@ -96,6 +96,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="lastUpdateTimeStamp"></param>
/// <param name="lastUpdateActorID"></param>
void SetSyncInfo(long lastUpdateTimeStamp, string lastUpdateActorID);
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}

View File

@ -38,7 +38,7 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
namespace OpenSim.Region.Framework.Scenes
{
//SYMMETRIC SYNC: Rename the original EventManager as EventManagerBase, and implement a new EventManager that inherits from EventManagerBase
//DSG SYNC: Rename the original EventManager as EventManagerBase, and implement a new EventManager that inherits from EventManagerBase
/// <summary>
/// A wrapper class to implement handle event differently depending on if they are initiated locally or remotelly (i.e. by another actor)
@ -1113,7 +1113,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//SYMMETRIC SYNC: overridden at new EventManager class
//DSG SYNC: overridden at new EventManager class
//public void TriggerObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
public virtual void TriggerObjectGrab(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
@ -1136,7 +1136,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//SYMMETRIC SYNC: overridden at new EventManager class
//DSG SYNC: overridden at new EventManager class
//public void TriggerObjectGrabbing(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
public virtual void TriggerObjectGrabbing(uint localID, uint originalID, Vector3 offsetPos, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
@ -1159,7 +1159,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//SYMMETRIC SYNC: overridden at new EventManager class
//DSG SYNC: overridden at new EventManager class
//public void TriggerObjectDeGrab(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
public virtual void TriggerObjectDeGrab(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs)
{
@ -1851,7 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//SYMMETRIC SYNC: the function is overridden in new EventManager
//DSG SYNC: the function is overridden in new EventManager
//public void TriggerOnChatFromWorld(Object sender, OSChatMessage chat)
public virtual void TriggerOnChatFromWorld(Object sender, OSChatMessage chat)
{
@ -1874,7 +1874,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//SYMMETRIC SYNC: overiding this in the inherited class
//DSG SYNC: overiding this in the inherited class
//public void TriggerOnChatFromClient(Object sender, OSChatMessage chat)
public virtual void TriggerOnChatFromClient(Object sender, OSChatMessage chat)
{
@ -2550,7 +2550,7 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
//SYMMETRIC SYNC
//DSG SYNC
public event PostSceneCreation OnPostSceneCreation;
public delegate void PostSceneCreation(Scene createdScene);
public void TriggerOnPostSceneCreation(Scene createdScene)
@ -2619,6 +2619,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}

View File

@ -251,7 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
AssetService.Store(asset);
//REGION SYNC: if RegionSyncEnabled, move script related operations to be after update inventory item
//SYMMETRIC SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule
//DSG SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule
/*
if (!RegionSyncEnabled)
{
@ -270,7 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
part.GetProperties(remoteClient);
////REGION SYNC
//SYMMETRIC SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule
//DSG SYNC: commenting out old REGION SYNC code, the RemoveScriptInstance would be handled by ScriptEngineSyncModule
/*
if (!RegionSyncEnabled)
{
@ -309,7 +309,7 @@ namespace OpenSim.Region.Framework.Scenes
}
* */
//SYMMETRIC SYNC: Distributed Scene Graph implementation
//DSG SYNC: Distributed Scene Graph implementation
m_log.Debug("Scene.Inventory: to call EventManager.TriggerUpdateScript, agentID: " + remoteClient.AgentId);
//Trigger OnUpdateScript event.
EventManager.TriggerUpdateScript(remoteClient.AgentId, itemId, primId, isScriptRunning, item.AssetID);
@ -370,7 +370,7 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
#region SYMMETRIC SYNC
#region DSG SYNC
public void SymSync_OnNewScript(UUID avatarID, UUID itemID, SceneObjectPart part)
{
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
return errors;
}
#endregion //SYMMETRIC SYNC
#endregion //DSG SYNC
/// <summary>
@ -1710,7 +1710,7 @@ namespace OpenSim.Region.Framework.Scenes
part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID);
part.GetProperties(remoteClient);
//SYMMETRIC SYNC
//DSG SYNC
/* Original OpenSim code, commented out
// TODO: switch to posting on_rez here when scripts
// have state in inventory
@ -1737,7 +1737,7 @@ namespace OpenSim.Region.Framework.Scenes
//part.GetProperties(remoteClient);
part.ParentGroup.ResumeScripts();
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
else
@ -1797,7 +1797,7 @@ namespace OpenSim.Region.Framework.Scenes
part.Inventory.AddInventoryItem(taskItem, false);
part.GetProperties(remoteClient);
//SYMMETRIC SYNC
//DSG SYNC
//part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
//part.ParentGroup.ResumeScripts();
if (RegionSyncModule != null)
@ -1815,7 +1815,7 @@ namespace OpenSim.Region.Framework.Scenes
//part.GetProperties(remoteClient);
part.ParentGroup.ResumeScripts();
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}

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@ -634,9 +634,9 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
#region SYMMETRIC SYNC
#region DSG SYNC
///////////////////////////////////////////////////////////////////////////////////////////////
//KittyL: 12/23/2010. SYMMETRIC SYNC: Implementation for the symmetric synchronization model.
//KittyL: 12/23/2010. DSG SYNC: Implementation for the symmetric synchronization model.
///////////////////////////////////////////////////////////////////////////////////////////////
private IRegionSyncModule m_regionSyncModule = null;
@ -866,7 +866,18 @@ namespace OpenSim.Region.Framework.Scenes
return m_sceneGraph.UpdateObjectPartBucketProperties(bucketName, partUUID, updatePart, bucketSyncInfo);
}
#endregion //SYMMETRIC SYNC
public bool AddNewSceneObjectByDelink(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
if (m_sceneGraph.AddNewSceneObjectByDelink(sceneObject, attachToBackup, sendClientUpdates))
{
EventManager.TriggerObjectAddedToScene(sceneObject);
return true;
}
return false;
}
#endregion //DSG SYNC
public ICapabilitiesModule CapsModule
{
@ -1010,10 +1021,10 @@ namespace OpenSim.Region.Framework.Scenes
m_physicalPrim = physicalPrim;
m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
//SYMMETRIC SYNC: pass Scene reference to EventManager
//DSG SYNC: pass Scene reference to EventManager
//m_eventManager = new EventManager();
m_eventManager = new EventManager(this);
//end of SYMMETRIC SYNC
//end of DSG SYNC
m_permissions = new ScenePermissions(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
@ -1219,10 +1230,10 @@ namespace OpenSim.Region.Framework.Scenes
m_regInfo = regInfo;
//SYMMETRIC SYNC: pass Scene reference to EventManager
//DSG SYNC: pass Scene reference to EventManager
//m_eventManager = new EventManager();
m_eventManager = new EventManager(this);
//end of SYMMETRIC SYNC
//end of DSG SYNC
m_lastUpdate = Util.EnvironmentTickCount();
}
@ -1557,13 +1568,13 @@ namespace OpenSim.Region.Framework.Scenes
PhysEngineToSceneConnectorModule = RequestModuleInterface<IPhysEngineToSceneConnectorModule>();
SceneToPhysEngineSyncServer = RequestModuleInterface<ISceneToPhysEngineServer>();
//////////////////////////////////////////////////////////////////////
//SYMMETRIC SYNC (KittyL: started 12/23/2010)
//DSG SYNC (KittyL: started 12/23/2010)
//////////////////////////////////////////////////////////////////////
m_regionSyncModule = RequestModuleInterface<IRegionSyncModule>();
m_DSGActorSyncModule = RequestModuleInterface<IDSGActorSyncModule>();
//////////////////////////////////////////////////////////////////////
//end of SYMMETRIC SYNC
//end of DSG SYNC
//////////////////////////////////////////////////////////////////////
// Shoving this in here for now, because we have the needed
@ -1743,7 +1754,7 @@ namespace OpenSim.Region.Framework.Scenes
m_regionSyncServerModule.SendUpdates();
}
//SYMMETRIC SYNC
//DSG SYNC
//NOTE: If it is configured as symmetric sync in opensim.ini, the above IsSyncedServer() or IsSyncedClient() should all return false
if (RegionSyncModule != null)
@ -1751,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
//RegionSyncModule.SendSceneUpdates();
RegionSyncModule.SyncOutPrimUpdates();
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
int tmpPhysicsMS2 = Util.EnvironmentTickCount();
if ((Frame % m_update_physics == 0) && m_physics_enabled && (IsSyncedServer() || IsPhysEngineActor()))
@ -3228,7 +3239,7 @@ namespace OpenSim.Region.Framework.Scenes
client.OnUpdatePrimFlags += m_sceneGraph.UpdatePrimFlags;
client.OnRequestObjectPropertiesFamily += m_sceneGraph.RequestObjectPropertiesFamily;
client.OnObjectPermissions += HandleObjectPermissionsUpdate;
//SYMMETRIC SYNC: return the code back to its original OpenSim version
//DSG SYNC: return the code back to its original OpenSim version
//if (IsSyncedServer())
//{
client.OnGrabObject += ProcessObjectGrab;
@ -3728,7 +3739,7 @@ namespace OpenSim.Region.Framework.Scenes
ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
//SYMMETRIC SYNC: object remove should be handled through RegionSyncModule
//DSG SYNC: object remove should be handled through RegionSyncModule
// REGION SYNC
/*
if( IsSyncedServer() )

View File

@ -47,9 +47,9 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void ObjectDeleteDelegate(EntityBase obj);
//SYMMETRIC SYNC
//DSG SYNC
public delegate void ObjectCreateBySyncDelegate(EntityBase obj);
//end of SYMMETRIC SYNC
//end of DSG SYNC
/// <summary>
@ -69,9 +69,9 @@ namespace OpenSim.Region.Framework.Scenes
public event ObjectCreateDelegate OnObjectCreate;
public event ObjectDeleteDelegate OnObjectRemove;
//SYMMETRIC SYNC
//DSG SYNC
public event ObjectCreateBySyncDelegate OnObjectCreateBySync;
//end of SYMMETRIC SYNC
//end of DSG SYNC
#endregion
@ -288,7 +288,7 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.HasGroupChanged = true;
}
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates, false);
}
/// <summary>
@ -310,7 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
if (attachToBackup)
sceneObject.HasGroupChanged = true;
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates, false);
}
/// <summary>
@ -344,7 +344,7 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.Velocity = vel;
}
//SYMMETRIC SYNC
//DSG SYNC
//Moving AddNewSceneObject to the end of this function, so that
//all object properties are set when AddNewSceneObject is called.
AddNewSceneObject(sceneObject, true, false);
@ -368,7 +368,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>
/// true if the object was added, false if an object with the same uuid was already in the scene
/// </returns>
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates, bool addedByDelink)
{
if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
return false;
@ -376,9 +376,9 @@ namespace OpenSim.Region.Framework.Scenes
if (Entities.ContainsKey(sceneObject.UUID))
return false;
// m_log.DebugFormat(
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
// m_log.DebugFormat(
// "[SCENEGRAPH]: Adding scene object {0} {1}, with {2} parts on {3}",
// sceneObject.Name, sceneObject.UUID, sceneObject.Parts.Length, m_parentScene.RegionInfo.RegionName);
SceneObjectPart[] children = sceneObject.Parts;
@ -429,16 +429,15 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
}
//DSG SYNC: sending NewObject event, and sending it before calling ScheduleGroupForFullUpdate
if (m_parentScene.RegionSyncModule != null)
{
//m_parentScene.RegionSyncModule.SendNewObject(sceneObject);
m_parentScene.RegionSyncModule.SyncNewObject(sceneObject);
}
if (sendClientUpdates)
//sceneObject.ScheduleGroupForFullUpdate();
sceneObject.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.None });
sceneObject.ScheduleGroupForFullUpdate(null);
//DSG SYNC: sending NewObject event, and sending it before calling ScheduleGroupForFullUpdate
if (m_parentScene.RegionSyncModule != null && !addedByDelink)
{
m_parentScene.RegionSyncModule.SyncNewObject(sceneObject);
}
return true;
}
@ -1667,7 +1666,7 @@ namespace OpenSim.Region.Framework.Scenes
List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
//SYMMETRIC SYNC, record the new object groups after the delink operation
//DSG SYNC, record the new object groups after the delink operation
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
@ -1688,7 +1687,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!affectedGroups.Contains(group))
{
affectedGroups.Add(group);
//SYMMETRIC SYNC
//DSG SYNC
beforeDelinkGroups.Add(group);
}
}
@ -1705,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
// handled further. Do the honors here.
child.ParentGroup.HasGroupChanged = true;
//SYMMETRIC SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations.
//DSG SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations.
//child.ParentGroup.ScheduleGroupForFullUpdate();
afterDelinkGroups.Add(child.ParentGroup);
}
@ -1777,7 +1776,7 @@ namespace OpenSim.Region.Framework.Scenes
g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist
//SYMMETRIC SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations.
//DSG SYNC, delay ScheduleGroupForFullUpdate till the end of the delink operations.
//g.ScheduleGroupForFullUpdate();
afterDelinkGroups.Add(g);
}
@ -2053,7 +2052,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion // REGION SYNC
#region SYMMETRIC SYNC
#region DSG SYNC
public Scene.ObjectUpdateResult UpdateObjectBySynchronization(SceneObjectGroup updatedSog)
{
@ -2246,7 +2245,7 @@ namespace OpenSim.Region.Framework.Scenes
// Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly
// left for sale and sold off
//SYMMETRIC SYNC: need to copy value w/o trigger UpdateBucketSyncInfo
//DSG SYNC: need to copy value w/o trigger UpdateBucketSyncInfo
//child.RootPart.ObjectSaleType = 0;
//child.RootPart.SalePrice = 10;
//child.RootPart.SetObjectSaleType(0);
@ -2407,6 +2406,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
//No longer calling update prim's properties here, caller will do that
//localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
}
}
@ -2556,6 +2556,17 @@ namespace OpenSim.Region.Framework.Scenes
return localPart.UpdateBucketProperties(bucketName, updatedPart, bucketSyncInfo);
}
#endregion //SYMMETRIC SYNC
protected internal bool AddNewSceneObjectByDelink(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
// Ensure that we persist this new scene object if it's not an
// attachment
if (attachToBackup)
sceneObject.HasGroupChanged = true;
bool addedByDelink = true;
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates, addedByDelink);
}
#endregion //DSG SYNC
}
}

View File

@ -498,7 +498,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Constructors
//SYMMETRIC SYNC
//DSG SYNC
public SceneObjectGroup(SceneObjectPart part, bool newGroupBySync)
{
if (!newGroupBySync)
@ -627,7 +627,7 @@ namespace OpenSim.Region.Framework.Scenes
// for the same object with very different properties. The caller must schedule the update.
//ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//DSG SYNC
if (m_scene.RegionSyncModule != null)
{
foreach (SceneObjectPart part in Parts)
@ -1212,7 +1212,7 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart part = parts[i];
//SYMMETRIC SYNC: object remove should be handled through RegionSyncModule
//DSG SYNC: object remove should be handled through RegionSyncModule
/*
// REGION SYNC
if (Scene.IsSyncedServer())
@ -1221,7 +1221,7 @@ namespace OpenSim.Region.Framework.Scenes
//return;
}
* */
//end of SYMMETRIC SYNC
//end of DSG SYNC
Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
@ -1366,13 +1366,13 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
//SYMMETRIC SYNC
//DSG SYNC
//if we are doing sync across different sync nodes, and are not told to persist the state, don't do anything (only persistence actor will do it)
if (m_scene.RegionSyncModule != null && !ToPersistObjectState)
{
return;
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
// Since this is the top of the section of call stack for backing up a particular scene object, don't let
// any exception propogate upwards.
@ -2200,11 +2200,11 @@ namespace OpenSim.Region.Framework.Scenes
//HasGroupChanged = true;
//ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//DSG SYNC
//The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly.
//if (m_scene.RegionSyncModule != null)
// m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true);
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
@ -2307,7 +2307,11 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
m_scene.AddNewSceneObject(objectGroup, true);
//m_scene.AddNewSceneObject(objectGroup, true);
//DSG SYNC: calling AddNewSceneObjectByDelink, so that later on we know
//the "new" object is added by delink operation, no need to send sync
//message of NewObject
m_scene.AddNewSceneObjectByDelink(objectGroup, true, true);
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
@ -3556,7 +3560,7 @@ namespace OpenSim.Region.Framework.Scenes
}
#endregion
#region SYMMETRIC SYNC
#region DSG SYNC
private bool m_toPersistObjectState = false;
public bool ToPersistObjectState
@ -3779,14 +3783,11 @@ namespace OpenSim.Region.Framework.Scenes
}
//Similar actions with DelinkFromGroup, except that m_scene.AddNewSceneObjectBySync is called
//!!!!!!!!!!!!!!!!!!NOTE!!!!!!!!!!!!!!!
//All SOP properties below is set through calling SetXXX(value) instead of by "XXX=value", as such a value is being changed due to sync (
//i.e. triggered by remote operation instead of by local operation
public SceneObjectGroup DelinkFromGroupBySync(SceneObjectPart delinkPart, bool sendEvents)
{
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Delinking part {0}, {1}, {4} from group with root part {2}, {3}",
delinkPart.Name, delinkPart.UUID, RootPart.Name, RootPart.UUID, delinkPart.LocalId);
SceneObjectPartBase linkPart = (SceneObjectPartBase)delinkPart;
linkPart.ClearUndoState();
@ -3803,9 +3804,7 @@ namespace OpenSim.Region.Framework.Scenes
if (parts.Length == 1 && RootPart != null)
{
// Single prim left
//RootPart.LinkNum = 0;
//RootPart.SetProperty("LinkNum", 0);
((SceneObjectPartBase)RootPart).LinkNum = 0;
RootPart.LinkNum = 0;
}
else
{
@ -3815,16 +3814,13 @@ namespace OpenSim.Region.Framework.Scenes
if (part.LinkNum > linkPart.LinkNum)
{
part.LinkNum--;
//int linkNum = part.LinkNum - 1;
//part.SetProperty("LinkNum", linkNum);
}
}
}
}
linkPart.ParentID = 0; //ParentID is a value set only locally and ignored in synchronization, so no need to call SetProperty to set its value
linkPart.ParentID = 0; //ParentID is a value set only locally and ignored in synchronization, so no need to set its value
linkPart.LinkNum = 0;
//linkPart.SetParentID(0);
if (linkPart.PhysActor != null)
{
@ -3843,15 +3839,6 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.OffsetPosition = new Vector3(0, 0, 0);
linkPart.RotationOffset = worldRot;
//linkPart.SetOffsetPosition(new Vector3(axPos.X, axPos.Y, axPos.Z));
//linkPart.SetGroupPosition(AbsolutePosition + linkPart.OffsetPosition);
//linkPart.SetOffsetPosition(new Vector3(0, 0, 0));
//linkPart.SetRotationOffset(worldRot);
//linkPart.SetProperty("OffsetPosition", new Vector3(axPos.X, axPos.Y, axPos.Z));
//linkPart.SetProperty("GroupPosition", AbsolutePosition + linkPart.OffsetPosition);
//linkPart.SetProperty("OffsetPosition", new Vector3(0, 0, 0));
//linkPart.SetProperty("RotationOffset", worldRot);
//SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
bool newGroupBySync = true;
SceneObjectGroup objectGroup = new SceneObjectGroup(delinkPart, newGroupBySync);

View File

@ -129,7 +129,7 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
//SYMMETRIC SYNC
//DSG SYNC
//public bool AllowedDrop;
private bool m_allowedDrop;
public bool AllowedDrop
@ -2933,7 +2933,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Schedules this prim for a full update
/// </summary>
//public void ScheduleFullUpdate() :: SYMMETRIC SYNC: changed the interface so that we can identify which property triggers calling this function
//public void ScheduleFullUpdate() :: DSG SYNC: changed the interface so that we can identify which property triggers calling this function
public virtual void ScheduleFullUpdate(List<SceneObjectPartSyncProperties> updatedProperties)
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
@ -3202,7 +3202,7 @@ namespace OpenSim.Region.Framework.Scenes
}
ClearUpdateSchedule();
//SYMMETRIC SYNC
//DSG SYNC
//KittyL: 04/06/2011, No longer calling QueueSceneObjectPartForUpdate
//from here. Local updates are now recorded by calling IRegionSyncModule.ProcessAndEnqueuePrimUpdatesByLocal().
/*
@ -3211,7 +3211,7 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.Scene.RegionSyncModule.QueueSceneObjectPartForUpdate((SceneObjectPart)this);
}
* */
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
/// <summary>
@ -4983,7 +4983,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
#region SYMMETRIC SYNC
#region DSG SYNC
//Time stamp for the most recent update on this prim. We only have one time-stamp per prim for now.
//The goal is to evetually have time-stamp per property bucket for each prim.
@ -4998,7 +4998,7 @@ namespace OpenSim.Region.Framework.Scenes
}
//SYMMETRIC SYNC
//DSG SYNC
//Information for concurrency control of one bucket of prim proproperties.
public class BucketSyncInfo
@ -6142,5 +6142,5 @@ namespace OpenSim.Region.Framework.Scenes
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
}

View File

@ -545,7 +545,7 @@ namespace OpenSim.Region.Framework.Scenes
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
//SYMMETRIC SYNC: add ScheduleFullUpdate to enable synchronization across actors
//DSG SYNC: add ScheduleFullUpdate to enable synchronization across actors
m_part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.TaskInventory, SceneObjectPartSyncProperties.InventorySerial});
}
@ -1180,7 +1180,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion REGION SYNC
}
#region SYMMETRIC SYNC
#region DSG SYNC
public class SceneObjectPartInventory : SceneObjectPartInventoryBase
{
private SceneObjectPart m_part;

View File

@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
sceneObject.AddPart(part);
//SYMMETRIC SYNC
//DSG SYNC
//KittyL: 12/27/2010, added ActorID for symmetric synch model
//part.SetLastUpdateActorID();
@ -329,7 +329,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation);
m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
//SYMMETRIC SYNC
//DSG SYNC
m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags);
//m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
//m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
@ -340,7 +340,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_SOPXmlProcessors.Add("AggregateScriptEvents", ProcessAggregateScriptEvents);
m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo);
//end of SYMMETRIC SYNC
//end of DSG SYNC
#endregion
@ -425,7 +425,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
}
#region SOPXmlProcessors
//SYMMETRIC SYNC NOTE: -- assignments in de-serialization should directly set the values w/o triggering SceneObjectPart.UpdateBucketSyncInfo;
//DSG SYNC NOTE: -- assignments in de-serialization should directly set the values w/o triggering SceneObjectPart.UpdateBucketSyncInfo;
private static void ProcessAllowedDrop(SceneObjectPart obj, XmlTextReader reader)
{
obj.AllowedDrop = Util.ReadBoolean(reader);
@ -706,7 +706,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
obj.ParticleSystem = Convert.FromBase64String(reader.ReadElementContentAsString("ParticleSystem", String.Empty));
}
//SYMMETRIC SYNC
//DSG SYNC
/*
private static void ProcessUpdateTimeStamp(SceneObjectPart obj, XmlTextReader reader)
{
@ -799,7 +799,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
reader.ReadEndElement(); // BucketSyncInfoList
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
#endregion
@ -1271,10 +1271,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
writer.WriteElementString("GroupMask", sop.GroupMask.ToString());
writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString());
writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString());
//SYMMETRIC SYNC: also serialize SceneObjectPart:LocalFlags, so that it can be propogated across actors
//DSG SYNC: also serialize SceneObjectPart:LocalFlags, so that it can be propogated across actors
WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options);
//end SYMMETRIC SYNC
//end DSG SYNC
WriteUUID(writer, "CollisionSound", sop.CollisionSound, options);
writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
if (sop.MediaUrl != null)
@ -1282,7 +1282,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
WriteBytes(writer, "TextureAnimation", sop.TextureAnimation);
WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
//SYMMETRIC SYNC
//DSG SYNC
//These properties are only meaningful for synchronization purpose. For saving oar files, they are not necessary.
//We may remove these if later we use a different method to encode object properties for synchronization.
WriteUUID(writer, "AttachedAvatar", sop.AttachedAvatar, options);
@ -1291,12 +1291,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
//writer.WriteElementString("IsAttachment", sop.IsAttachment.ToString().ToLower()); //IsAttachment is written last, so that on deserialization, it will be deserialized later than other Attachment properties
WriteFlags(writer, "AggregateScriptEvents", sop.AggregateScriptEvents.ToString(), options);
WriteBucketSyncInfo(writer, sop.BucketSyncInfoList);
//end of SYMMETRIC SYNC
//end of DSG SYNC
writer.WriteEndElement();
}
//SYMMETRIC SYNC
//DSG SYNC
public static void WriteBucketSyncInfo(XmlTextWriter writer, Dictionary<string, BucketSyncInfo> bucketSyncInfoList)
{
if (bucketSyncInfoList!=null || bucketSyncInfoList.Count > 0) // otherwise skip this
@ -1318,7 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
}
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
static void WriteUUID(XmlTextWriter writer, string name, UUID id, Dictionary<string, object> options)
{

View File

@ -94,7 +94,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero)
part.Resize(Scale);
//part.ParentGroup.ScheduleGroupForTerseUpdate();
//SYMMETRIC SYNC
//DSG SYNC
List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
if (Position != Vector3.Zero)
@ -110,7 +110,7 @@ namespace OpenSim.Region.Framework.Scenes
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
part.Resize(Scale); //part.ScheduleTerseUpdate();
//SYMMETRIC SYNC
//DSG SYNC
List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
if (Position != Vector3.Zero)
@ -138,7 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero)
part.Resize(Scale);
//part.ParentGroup.ScheduleGroupForTerseUpdate();
//SYMMETRIC SYNC
//DSG SYNC
List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
if (Rotation != Quaternion.Identity)
updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);
@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero)
part.Resize(Scale);
//part.ScheduleTerseUpdate();
//SYMMETRIC SYNC
//DSG SYNC
List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>();
if (Rotation != Quaternion.Identity)
updatedProperties.Add(SceneObjectPartSyncProperties.RotationOffset);

View File

@ -3615,7 +3615,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
parentPrim.RootPart.CreateSelected = true;
parentPrim.HasGroupChanged = true;
//parentPrim.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//DSG SYNC
//Schedule a LinkObject message for synchronization purpose. This will lead to enqueue a LinkObject message in SyncConnector's outgoingQueue,
//so should return quickly.
if (World.RegionSyncModule != null)
@ -3625,7 +3625,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
World.RegionSyncModule.SendLinkObject(parentPrim, parentPrim.RootPart, children);
}
m_host.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None}); //SendLinkObject above will synchronize the link operation, no need to taint updates here
//end of SYMMETRIC SYNC
//end of DSG SYNC
if (client != null)
parentPrim.GetProperties(client);
@ -3683,11 +3683,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (linknum == ScriptBaseClass.LINK_ROOT)
{
//SYMMETRIC SYNC
//DSG SYNC
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
beforeDelinkGroups.Add(parentPrim);
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
//end of SYMMETRIC SYNC
//end of DSG SYNC
// Restructuring Multiple Prims.
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
@ -3695,19 +3695,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
foreach (SceneObjectPart part in parts)
{
parentPrim.DelinkFromGroup(part.LocalId, true);
//SYMMETRIC SYNC
//DSG SYNC
afterDelinkGroups.Add(part.ParentGroup);
}
parentPrim.HasGroupChanged = true;
//parentPrim.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//DSG SYNC
//Send out DelinkObject message to other actors to sychronize their object list
if (World.RegionSyncModule != null)
{
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
}
parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of SYMMETRIC SYNC
//end of DSG SYNC
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
if (parts.Count > 0)
@ -3721,13 +3721,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
newRoot.ParentGroup.HasGroupChanged = true;
//newRoot.ParentGroup.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//DSG SYNC
if (World.RegionSyncModule != null)
{
World.RegionSyncModule.SendLinkObject(newRoot.ParentGroup, newRoot, new List<SceneObjectPart>(newRoot.ParentGroup.Parts));
}
newRoot.ParentGroup.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
}
@ -3739,7 +3739,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
parentPrim.DelinkFromGroup(childPrim.LocalId, true);
parentPrim.HasGroupChanged = true;
//parentPrim.ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//DSG SYNC
//Send out DelinkObject message to other actors to sychronize their object list
if (World.RegionSyncModule != null)
{
@ -3749,7 +3749,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
afterDelinkGroups.Add(childPrim.ParentGroup);
World.RegionSyncModule.SendDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
}
//end of SYMMETRIC SYNC
//end of DSG SYNC
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
}
@ -3762,12 +3762,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
if (parentPrim.RootPart.AttachmentPoint != 0)
return; // Fail silently if attached
//SYMMETRIC SYNC
//DSG SYNC
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
beforeDelinkGroups.Add(parentPrim);
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
SceneObjectPart rootPart = parentPrim.RootPart;
//end of SYMMETRIC SYNC
//end of DSG SYNC
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
parts.Remove(parentPrim.RootPart);
@ -3776,7 +3776,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
parentPrim.DelinkFromGroup(part.LocalId, true);
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
//SYMMETRIC SYNC
//DSG SYNC
afterDelinkGroups.Add(part.ParentGroup);
}
parentPrim.HasGroupChanged = true;
@ -3789,7 +3789,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
}
parentPrim.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.None});
//end of SYMMETRIC SYNC
//end of DSG SYNC
}
public LSL_String llGetLinkKey(int linknum)