Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
1f1d72eba5
|
@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
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/// ownerless phantom.
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///
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/// All manipulation of this set has to occur under a m_primFullUpdate.SyncRoot lock
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/// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
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///
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/// </value>
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protected HashSet<uint> m_killRecord;
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@ -382,18 +382,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public string ActiveGroupName { get { return m_activeGroupName; } }
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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public bool IsGroupMember(UUID groupID) { return m_groupPowers.ContainsKey(groupID); }
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/// <summary>
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/// First name of the agent/avatar represented by the client
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/// </summary>
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public string FirstName { get { return m_firstName; } }
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/// <summary>
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/// Last name of the agent/avatar represented by the client
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/// </summary>
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public string LastName { get { return m_lastName; } }
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/// <summary>
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/// Full name of the client (first name and last name)
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/// </summary>
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public string Name { get { return FirstName + " " + LastName; } }
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public uint CircuitCode { get { return m_circuitCode; } }
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public int MoneyBalance { get { return m_moneyBalance; } }
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public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
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@ -3531,6 +3535,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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EntityUpdate update;
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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{
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// Receiving updates after kills results in undeleteable prims that persist until relog and
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// currently occurs because prims can be deleted before all queued updates are sent.
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if (m_killRecord.Contains(update.Entity.LocalId))
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{
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// m_log.WarnFormat(
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// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted",
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// update.Entity.LocalId, Name);
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continue;
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}
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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@ -37,6 +37,7 @@ using OpenSim.Framework;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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@ -448,12 +449,86 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
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group.DetachToInventoryPrep();
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m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
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m_scene.UpdateKnownItem(remoteClient, group,group.GetFromItemID(), group.OwnerID);
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UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
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m_scene.DeleteSceneObject(group, false);
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return;
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}
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}
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}
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}
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public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
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{
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// If this is an attachment, then we need to save the modified
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// object back into the avatar's inventory. First we save the
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// attachment point information, then we update the relative
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// positioning (which caused this method to get driven in the
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// first place. Then we have to mark the object as NOT an
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// attachment. This is necessary in order to correctly save
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// and retrieve GroupPosition information for the attachment.
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// Then we save the asset back into the appropriate inventory
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// entry. Finally, we restore the object's attachment status.
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byte attachmentPoint = sog.GetAttachmentPoint();
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sog.UpdateGroupPosition(pos);
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sog.RootPart.IsAttachment = false;
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sog.AbsolutePosition = sog.RootPart.AttachedPos;
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UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
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sog.SetAttachmentPoint(attachmentPoint);
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}
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/// <summary>
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/// Update the attachment asset for the new sog details if they have changed.
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/// </summary>
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///
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/// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects,
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/// these details are not stored on the region.
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///
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/// <param name="remoteClient"></param>
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/// <param name="grp"></param>
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/// <param name="itemID"></param>
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/// <param name="agentID"></param>
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protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
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{
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if (grp != null)
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{
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if (!grp.HasGroupChanged)
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{
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m_log.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID);
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return;
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}
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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grp.UUID, grp.GetAttachmentPoint());
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_scene.InventoryService.GetItem(item);
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if (item != null)
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{
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AssetBase asset = m_scene.CreateAsset(
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grp.GetPartName(grp.LocalId),
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grp.GetPartDescription(grp.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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remoteClient.AgentId);
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m_scene.AssetService.Store(asset);
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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m_scene.InventoryService.UpdateItem(item);
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// this gets called when the agent logs off!
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if (remoteClient != null)
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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}
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}
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}
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}
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}
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}
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@ -159,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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private void OnInstantMessage(IClientAPI client, GridInstantMessage im)
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{
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m_log.InfoFormat(
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m_log.DebugFormat(
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"[INVENTORY TRANSFER]: {0} IM type received from {1}",
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(InstantMessageDialog)im.dialog, client.Name);
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@ -142,9 +142,18 @@ namespace OpenSim.Region.DataSnapshot.Providers
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node.InnerText = m_scene.RegionInfo.RegionSettings.RegionUUID.ToString();
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xmlobject.AppendChild(node);
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node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", "");
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node.InnerText = land.LandData.GlobalID.ToString();
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xmlobject.AppendChild(node);
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if (land != null && land.LandData != null)
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{
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node = nodeFactory.CreateNode(XmlNodeType.Element, "parceluuid", "");
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node.InnerText = land.LandData.GlobalID.ToString();
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xmlobject.AppendChild(node);
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}
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else
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{
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// Something is wrong with this object. Let's not list it.
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m_log.WarnFormat("[DATASNAPSHOT]: Bad data for object {0} ({1}) in region {2}", obj.Name, obj.UUID, m_scene.RegionInfo.RegionName);
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continue;
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}
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node = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
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Vector3 loc = obj.AbsolutePosition;
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@ -30,6 +30,7 @@ using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Text;
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using System.Text.RegularExpressions;
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using System.Xml;
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using log4net;
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using OpenSim.Region.DataSnapshot.Interfaces;
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@ -98,13 +99,21 @@ namespace OpenSim.Region.DataSnapshot
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{
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String path = DataFileNameFragment(provider.GetParentScene, provider.Name);
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using (XmlTextWriter snapXWriter = new XmlTextWriter(path, Encoding.Default))
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try
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{
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snapXWriter.Formatting = Formatting.Indented;
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snapXWriter.WriteStartDocument();
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data.WriteTo(snapXWriter);
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snapXWriter.WriteEndDocument();
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using (XmlTextWriter snapXWriter = new XmlTextWriter(path, Encoding.Default))
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{
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snapXWriter.Formatting = Formatting.Indented;
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snapXWriter.WriteStartDocument();
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data.WriteTo(snapXWriter);
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snapXWriter.WriteEndDocument();
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}
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}
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catch (Exception e)
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{
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m_log.WarnFormat("[DATASNAPSHOT]: Exception on writing to file {0}: {1}", path, e.Message);
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}
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}
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//mark provider as not stale, parent scene as stale
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@ -185,12 +194,19 @@ namespace OpenSim.Region.DataSnapshot
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//save snapshot
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String path = DataFileNameScene(scene);
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using (XmlTextWriter snapXWriter = new XmlTextWriter(path, Encoding.Default))
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try
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{
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snapXWriter.Formatting = Formatting.Indented;
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snapXWriter.WriteStartDocument();
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regionElement.WriteTo(snapXWriter);
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snapXWriter.WriteEndDocument();
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using (XmlTextWriter snapXWriter = new XmlTextWriter(path, Encoding.Default))
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{
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snapXWriter.Formatting = Formatting.Indented;
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snapXWriter.WriteStartDocument();
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regionElement.WriteTo(snapXWriter);
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snapXWriter.WriteEndDocument();
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}
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}
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catch (Exception e)
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{
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m_log.WarnFormat("[DATASNAPSHOT]: Exception on writing to file {0}: {1}", path, e.Message);
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}
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m_scenes[scene] = false;
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@ -206,15 +222,23 @@ namespace OpenSim.Region.DataSnapshot
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#region Helpers
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private string DataFileNameFragment(Scene scene, String fragmentName)
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{
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return Path.Combine(m_directory, Path.ChangeExtension(scene.RegionInfo.RegionName + "_" + fragmentName, "xml"));
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return Path.Combine(m_directory, Path.ChangeExtension(Sanitize(scene.RegionInfo.RegionName + "_" + fragmentName), "xml"));
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}
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private string DataFileNameScene(Scene scene)
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{
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return Path.Combine(m_directory, Path.ChangeExtension(scene.RegionInfo.RegionName, "xml"));
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return Path.Combine(m_directory, Path.ChangeExtension(Sanitize(scene.RegionInfo.RegionName), "xml"));
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//return (m_snapsDir + Path.DirectorySeparatorChar + scene.RegionInfo.RegionName + ".xml");
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}
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private static string Sanitize(string name)
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{
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string invalidChars = Regex.Escape(new string(Path.GetInvalidFileNameChars()));
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string invalidReStr = string.Format(@"[{0}]", invalidChars);
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string newname = Regex.Replace(name, invalidReStr, "_");
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return newname.Replace('.', '_');
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}
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private XmlNode MakeRegionNode(Scene scene, XmlDocument basedoc)
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{
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XmlNode docElement = basedoc.CreateNode(XmlNodeType.Element, "region", "");
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|
|
|
@ -131,5 +131,13 @@ namespace OpenSim.Region.Framework.Interfaces
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/// A <see cref="IClientAPI"/>
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/// </param>
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void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the position of an attachment
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/// </summary>
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/// <param name="client"></param>
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/// <param name="sog"></param>
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/// <param name="pos"></param>
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void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
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}
|
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}
|
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@ -31,7 +31,7 @@ namespace OpenSim.Region.Framework.Scenes
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public class Prioritizer
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
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|
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/// <summary>
|
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/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
|
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|
@ -75,7 +75,6 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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default:
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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break;
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}
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// Adjust priority so that root prims are sent to the viewer first. This is especially important for
|
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|
@ -122,9 +121,16 @@ namespace OpenSim.Region.Framework.Scenes
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// Use group position for child prims
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Vector3 entityPos;
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if (entity is SceneObjectPart)
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
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{
|
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// Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
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// before its scheduled update was triggered
|
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//entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
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entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
|
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}
|
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else
|
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{
|
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entityPos = entity.AbsolutePosition;
|
||||
}
|
||||
|
||||
return Vector3.DistanceSquared(presencePos, entityPos);
|
||||
}
|
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|
@ -144,9 +150,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Use group position for child prims
|
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Vector3 entityPos = entity.AbsolutePosition;
|
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if (entity is SceneObjectPart)
|
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entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
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{
|
||||
// Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
|
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// before its scheduled update was triggered
|
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//entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
|
||||
entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
|
||||
}
|
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else
|
||||
{
|
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entityPos = entity.AbsolutePosition;
|
||||
}
|
||||
|
||||
if (!presence.IsChildAgent)
|
||||
{
|
||||
|
|
|
@ -1799,53 +1799,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
|
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{
|
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SceneObjectGroup objectGroup = grp;
|
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if (objectGroup != null)
|
||||
{
|
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if (!grp.HasGroupChanged)
|
||||
{
|
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m_log.InfoFormat("[ATTACHMENT]: Save request for {0} which is unchanged", grp.UUID);
|
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return;
|
||||
}
|
||||
|
||||
m_log.InfoFormat(
|
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"[ATTACHMENT]: Updating asset for attachment {0}, attachpoint {1}",
|
||||
grp.UUID, grp.GetAttachmentPoint());
|
||||
|
||||
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
|
||||
|
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
|
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item = InventoryService.GetItem(item);
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
AssetBase asset = CreateAsset(
|
||||
objectGroup.GetPartName(objectGroup.LocalId),
|
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objectGroup.GetPartDescription(objectGroup.LocalId),
|
||||
(sbyte)AssetType.Object,
|
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Utils.StringToBytes(sceneObjectXml),
|
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remoteClient.AgentId);
|
||||
AssetService.Store(asset);
|
||||
|
||||
item.AssetID = asset.FullID;
|
||||
item.Description = asset.Description;
|
||||
item.Name = asset.Name;
|
||||
item.AssetType = asset.Type;
|
||||
item.InvType = (int)InventoryType.Object;
|
||||
|
||||
InventoryService.UpdateItem(item);
|
||||
|
||||
// this gets called when the agent loggs off!
|
||||
if (remoteClient != null)
|
||||
{
|
||||
remoteClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
|
||||
{
|
||||
itemID = UUID.Zero;
|
||||
|
|
|
@ -3608,18 +3608,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return true;
|
||||
}
|
||||
|
||||
private ILandObject GetParcelAtPoint(float x, float y)
|
||||
{
|
||||
foreach (var parcel in AllParcels())
|
||||
{
|
||||
if (parcel.ContainsPoint((int)x,(int)y))
|
||||
{
|
||||
return parcel;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update an AgentCircuitData object with new information
|
||||
/// </summary>
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// A user will arrive shortly, set up appropriate credentials so it can connect
|
||||
/// </summary>
|
||||
public event ExpectUserDelegate OnExpectUser;
|
||||
// public event ExpectUserDelegate OnExpectUser;
|
||||
|
||||
/// <summary>
|
||||
/// A Prim will arrive shortly
|
||||
|
@ -80,7 +80,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// A new prim has arrived
|
||||
/// </summary>
|
||||
public event PrimCrossing OnPrimCrossingIntoRegion;
|
||||
// public event PrimCrossing OnPrimCrossingIntoRegion;
|
||||
|
||||
///// <summary>
|
||||
///// A New Region is up and available
|
||||
|
@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// We have a child agent for this avatar and we're getting a status update about it
|
||||
/// </summary>
|
||||
public event ChildAgentUpdate OnChildAgentUpdate;
|
||||
// public event ChildAgentUpdate OnChildAgentUpdate;
|
||||
//public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1289,37 +1289,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="localID"></param>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
protected internal void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
|
||||
public void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
|
||||
if (group != null)
|
||||
{
|
||||
|
||||
// Vector3 oldPos = group.AbsolutePosition;
|
||||
{
|
||||
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
|
||||
{
|
||||
|
||||
// If this is an attachment, then we need to save the modified
|
||||
// object back into the avatar's inventory. First we save the
|
||||
// attachment point information, then we update the relative
|
||||
// positioning (which caused this method to get driven in the
|
||||
// first place. Then we have to mark the object as NOT an
|
||||
// attachment. This is necessary in order to correctly save
|
||||
// and retrieve GroupPosition information for the attachment.
|
||||
// Then we save the asset back into the appropriate inventory
|
||||
// entry. Finally, we restore the object's attachment status.
|
||||
|
||||
byte attachmentPoint = group.GetAttachmentPoint();
|
||||
group.UpdateGroupPosition(pos);
|
||||
group.RootPart.IsAttachment = false;
|
||||
group.AbsolutePosition = group.RootPart.AttachedPos;
|
||||
m_parentScene.UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
|
||||
group.SetAttachmentPoint(attachmentPoint);
|
||||
|
||||
if (m_parentScene.AttachmentsModule != null)
|
||||
m_parentScene.AttachmentsModule.UpdateAttachmentPosition(remoteClient, group, pos);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
|
||||
if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)
|
||||
&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
|
||||
{
|
||||
group.UpdateGroupPosition(pos);
|
||||
}
|
||||
|
@ -1328,14 +1312,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// Update the texture entry of the given prim.
|
||||
/// </summary>
|
||||
///
|
||||
/// A texture entry is an object that contains details of all the textures of the prim's face. In this case,
|
||||
/// the texture is given in its byte serialized form.
|
||||
///
|
||||
/// <param name="localID"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
|
||||
{
|
||||
SceneObjectGroup group = GetGroupByPrim(localID);
|
||||
|
||||
if (group != null)
|
||||
{
|
||||
if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
|
||||
|
@ -1700,8 +1689,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart newRoot = newSet[0];
|
||||
newSet.RemoveAt(0);
|
||||
|
||||
List<uint> linkIDs = new List<uint>();
|
||||
|
||||
foreach (SceneObjectPart newChild in newSet)
|
||||
newChild.UpdateFlag = 0;
|
||||
|
||||
|
|
|
@ -4727,20 +4727,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (ParentGroup == null || ParentGroup.IsDeleted)
|
||||
return;
|
||||
|
||||
Vector3 lPos = OffsetPosition;
|
||||
|
||||
if (IsAttachment)
|
||||
{
|
||||
if (ParentGroup.RootPart != this)
|
||||
return;
|
||||
|
||||
lPos = ParentGroup.RootPart.AttachedPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ParentGroup.RootPart == this)
|
||||
lPos = AbsolutePosition;
|
||||
}
|
||||
if (IsAttachment && ParentGroup.RootPart != this)
|
||||
return;
|
||||
|
||||
// Causes this thread to dig into the Client Thread Data.
|
||||
// Remember your locking here!
|
||||
|
|
|
@ -576,8 +576,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
|
||||
{
|
||||
UUID ownerID = item.OwnerID;
|
||||
{
|
||||
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
|
||||
|
||||
if (null == rezAsset)
|
||||
|
|
|
@ -2326,15 +2326,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
m_perfMonMS = Util.EnvironmentTickCount();
|
||||
|
||||
PhysicsActor actor = m_physicsActor;
|
||||
Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
|
||||
|
||||
Vector3 pos = m_pos;
|
||||
pos.Z += m_appearance.HipOffset;
|
||||
|
||||
//m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
|
||||
|
||||
remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
remoteClient.SendPrimUpdate(
|
||||
this,
|
||||
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
|
||||
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
|
||||
|
||||
m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
|
||||
m_scene.StatsReporter.AddAgentUpdates(1);
|
||||
|
|
Loading…
Reference in New Issue