Merge branch 'bigmerge' of ssh://3dhosting.de/var/git/careminster into bigmerge
commit
26a4f32013
|
@ -297,7 +297,6 @@ namespace OpenSim.Data.Tests
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pbshap.ProfileEnd = ushort.MaxValue;
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pbshap.ProfileHollow = ushort.MaxValue;
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Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
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byte updatef = (byte) random.Next(127);
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RegionInfo regionInfo = new RegionInfo();
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regionInfo.RegionID = region3;
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@ -336,7 +335,6 @@ namespace OpenSim.Data.Tests
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sop.LinkNum = linknum;
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sop.ClickAction = clickaction;
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sop.Scale = scale;
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sop.UpdateFlag = updatef;
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//Tests if local part accepted the parameters:
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Assert.That(regionh,Is.EqualTo(sop.RegionHandle), "Assert.That(regionh,Is.EqualTo(sop.RegionHandle))");
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@ -369,7 +367,6 @@ namespace OpenSim.Data.Tests
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Assert.That(linknum,Is.EqualTo(sop.LinkNum), "Assert.That(linknum,Is.EqualTo(sop.LinkNum))");
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Assert.That(clickaction,Is.EqualTo(sop.ClickAction), "Assert.That(clickaction,Is.EqualTo(sop.ClickAction))");
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Assert.That(scale,Is.EqualTo(sop.Scale), "Assert.That(scale,Is.EqualTo(sop.Scale))");
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Assert.That(updatef,Is.EqualTo(sop.UpdateFlag), "Assert.That(updatef,Is.EqualTo(sop.UpdateFlag))");
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// This is necessary or object will not be inserted in DB
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sop.Flags = PrimFlags.None;
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@ -469,7 +466,6 @@ namespace OpenSim.Data.Tests
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PrimitiveBaseShape pbshap = new PrimitiveBaseShape();
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pbshap = PrimitiveBaseShape.Default;
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Vector3 scale = new Vector3(random.Next(),random.Next(),random.Next());
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byte updatef = (byte) random.Next(127);
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// Updates the region with new values
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SceneObjectGroup sog2 = FindSOG("Adam West", region3);
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@ -499,7 +495,6 @@ namespace OpenSim.Data.Tests
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sog2.RootPart.LinkNum = linknum;
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sog2.RootPart.ClickAction = clickaction;
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sog2.RootPart.Scale = scale;
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sog2.RootPart.UpdateFlag = updatef;
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db.StoreObject(sog2, region3);
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List<SceneObjectGroup> sogs = db.LoadObjects(region3);
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@ -332,7 +332,7 @@ namespace OpenSim.Region.ClientStack.Linden
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grp.IsAttachment = false;
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// Required for linking
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grp.RootPart.UpdateFlag = 0;
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grp.RootPart.ClearUpdateSchedule();
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if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos))
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{
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@ -345,8 +345,9 @@ namespace OpenSim.Region.ClientStack.Linden
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for (int j = 1; j < allparts.Length; j++)
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{
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rootGroup.RootPart.UpdateFlag = 0;
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allparts[j].RootPart.UpdateFlag = 0;
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// Required for linking
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rootGroup.RootPart.ClearUpdateSchedule();
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allparts[j].RootPart.ClearUpdateSchedule();
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rootGroup.LinkToGroup(allparts[j]);
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}
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@ -169,6 +169,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public bool SendAppearance(UUID agentId)
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{
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// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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{
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@ -257,7 +259,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// </summary>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
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@ -391,10 +393,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
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foreach (KeyValuePair<UUID, long> kvp in sends)
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{
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if (kvp.Value < now)
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// We have to load the key and value into local parameters to avoid a race condition if we loop
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// around and load kvp with a different value before FireAndForget has launched its thread.
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UUID avatarID = kvp.Key;
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long sendTime = kvp.Value;
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// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
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if (sendTime < now)
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{
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Util.FireAndForget(delegate(object o) { SendAppearance(kvp.Key); });
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m_sendqueue.Remove(kvp.Key);
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Util.FireAndForget(o => SendAppearance(avatarID));
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m_sendqueue.Remove(avatarID);
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}
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}
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}
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@ -404,10 +413,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
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foreach (KeyValuePair<UUID, long> kvp in saves)
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{
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if (kvp.Value < now)
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// We have to load the key and value into local parameters to avoid a race condition if we loop
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// around and load kvp with a different value before FireAndForget has launched its thread.
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UUID avatarID = kvp.Key;
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long sendTime = kvp.Value;
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if (sendTime < now)
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{
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Util.FireAndForget(delegate(object o) { SaveAppearance(kvp.Key); });
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m_savequeue.Remove(kvp.Key);
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Util.FireAndForget(o => SaveAppearance(avatarID));
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m_savequeue.Remove(avatarID);
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}
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}
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}
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@ -1740,7 +1740,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
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bool successYN = false;
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grp.RootPart.UpdateFlag = 0;
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grp.RootPart.ClearUpdateSchedule();
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//int primcrossingXMLmethod = 0;
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if (destination != null)
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@ -395,9 +395,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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{
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result = OpenJPEG.EncodeFromImage(joint, true);
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}
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catch (Exception)
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catch (Exception e)
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{
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m_log.Error("[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Empty byte data returned!");
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m_log.ErrorFormat(
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"[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
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e.Message, e.StackTrace);
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}
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return result;
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@ -338,10 +338,11 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
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{
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imageJ2000 = OpenJPEG.EncodeFromImage(bitmap, true);
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}
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catch (Exception)
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catch (Exception e)
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{
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m_log.Error(
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"[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Empty byte data returned!");
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m_log.ErrorFormat(
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"[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
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e.Message, e.StackTrace);
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}
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m_textureManager.ReturnData(id, imageJ2000);
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@ -1908,7 +1908,7 @@ namespace OpenSim.Region.Framework.Scenes
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newSet.RemoveAt(0);
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foreach (SceneObjectPart newChild in newSet)
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newChild.UpdateFlag = 0;
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newChild.ClearUpdateSchedule();
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newRoot.ParentGroup.areUpdatesSuspended = true;
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LinkObjects(newRoot, newSet);
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@ -1480,7 +1480,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!silent)
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{
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part.UpdateFlag = 0;
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part.ClearUpdateSchedule();
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if (part == m_rootPart)
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{
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if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
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@ -2123,13 +2123,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
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{
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m_rootPart.UpdateFlag = 1;
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m_rootPart.UpdateFlag = UpdateRequired.TERSE;
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lastPhysGroupPos = AbsolutePosition;
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}
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if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
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{
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m_rootPart.UpdateFlag = 1;
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m_rootPart.UpdateFlag = UpdateRequired.TERSE;
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lastPhysGroupRot = GroupRotation;
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}
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@ -107,6 +107,13 @@ namespace OpenSim.Region.Framework.Scenes
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SCULPT = 7
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}
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public enum UpdateRequired : byte
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{
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NONE = 0,
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TERSE = 1,
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FULL = 2
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}
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#endregion Enumerations
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public class SceneObjectPart : IScriptHost, ISceneEntity
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@ -265,15 +272,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_passTouches;
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/// <summary>
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/// Only used internally to schedule client updates.
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/// 0 - no update is scheduled
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/// 1 - terse update scheduled
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/// 2 - full update scheduled
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///
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/// TODO - This should be an enumeration
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/// </summary>
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private byte m_updateFlag;
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private UpdateRequired m_updateFlag;
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private PhysicsActor m_physActor;
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protected Vector3 m_acceleration;
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@ -908,7 +907,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary></summary>
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/// <summary>Update angular velocity and schedule terse update.</summary>
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public void UpdateAngularVelocity(Vector3 avel)
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{
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AngularVelocity = avel;
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ScheduleTerseUpdate();
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ParentGroup.HasGroupChanged = true;
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}
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/// <summary>Get or set angular velocity. Does not schedule update.</summary>
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public Vector3 AngularVelocity
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{
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get
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@ -1057,7 +1064,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public byte UpdateFlag
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public UpdateRequired UpdateFlag
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{
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get { return m_updateFlag; }
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set { m_updateFlag = value; }
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@ -1362,9 +1369,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Clear all pending updates of parts to clients
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/// </summary>
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private void ClearUpdateSchedule()
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public void ClearUpdateSchedule()
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{
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m_updateFlag = 0;
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UpdateFlag = UpdateRequired.NONE;
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}
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/// <summary>
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@ -2884,7 +2891,7 @@ namespace OpenSim.Region.Framework.Scenes
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TimeStampFull = (uint)timeNow;
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}
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m_updateFlag = 2;
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UpdateFlag = UpdateRequired.FULL;
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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@ -2900,13 +2907,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentGroup == null)
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return;
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if (m_updateFlag < 1)
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if (UpdateFlag == UpdateRequired.NONE)
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{
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m_parentGroup.HasGroupChanged = true;
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m_parentGroup.QueueForUpdateCheck();
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TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
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m_updateFlag = 1;
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UpdateFlag = UpdateRequired.TERSE;
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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@ -3073,7 +3080,9 @@ namespace OpenSim.Region.Framework.Scenes
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const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
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const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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if (m_updateFlag == 1)
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switch (UpdateFlag)
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{
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case UpdateRequired.TERSE:
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{
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// Throw away duplicate or insignificant updates
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if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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|
@ -3085,15 +3094,7 @@ namespace OpenSim.Region.Framework.Scenes
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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{
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AddTerseUpdateToAllAvatars();
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|
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// This causes the Scene to 'poll' physical objects every couple of frames
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// bad, so it's been replaced by an event driven method.
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//if ((ObjectFlags & (uint)PrimFlags.Physics) != 0)
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//{
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// Only send the constant terse updates on physical objects!
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//ScheduleTerseUpdate();
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//}
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ClearUpdateSchedule();
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// Update the "last" values
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m_lastPosition = OffsetPosition;
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|
@ -3103,18 +3104,16 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastAngularVelocity = AngularVelocity;
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m_lastTerseSent = Environment.TickCount;
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}
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//Moved this outside of the if clause so updates don't get blocked.. *sigh*
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m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
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break;
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}
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else
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{
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if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
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case UpdateRequired.FULL:
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{
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AddFullUpdateToAllAvatars();
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m_updateFlag = 0; //Same here
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break;
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}
|
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}
|
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m_updateFlag = 0;
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|
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ClearUpdateSchedule();
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}
|
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|
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/// <summary>
|
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|
@ -3492,7 +3491,7 @@ namespace OpenSim.Region.Framework.Scenes
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_groupID = groupID;
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if (client != null)
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SendPropertiesToClient(client);
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m_updateFlag = 2;
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UpdateFlag = UpdateRequired.FULL;
|
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}
|
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|
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/// <summary>
|
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|
@ -4699,7 +4698,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
|
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m_shape.TextureEntry = textureEntry;
|
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TriggerScriptChangedEvent(Changed.TEXTURE);
|
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m_updateFlag = 1;
|
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UpdateFlag = UpdateRequired.FULL;
|
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ParentGroup.HasGroupChanged = true;
|
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|
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//This is madness..
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|
|
|
@ -2980,7 +2980,8 @@ namespace OpenSim.Region.Framework.Scenes
|
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/// </summary>
|
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public void SendAppearanceToAllOtherAgents()
|
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{
|
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//m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID);
|
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// m_log.DebugFormat("[SCENE PRESENCE] SendAppearanceToAllOtherAgents: {0} {1}", Name, UUID);
|
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|
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// only send update from root agents to other clients; children are only "listening posts"
|
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if (IsChildAgent)
|
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{
|
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|
@ -3008,7 +3009,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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/// </summary>
|
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public void SendOtherAgentsAppearanceToMe()
|
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{
|
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//m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
|
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// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
|
||||
|
||||
int count = 0;
|
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
|
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|
@ -3564,7 +3565,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
foreach (ISceneObject so in cAgent.AttachmentObjects)
|
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{
|
||||
((SceneObjectGroup)so).LocalId = 0;
|
||||
((SceneObjectGroup)so).RootPart.UpdateFlag = 0;
|
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((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
|
||||
so.SetState(cAgent.AttachmentObjectStates[i++], m_scene);
|
||||
m_scene.IncomingCreateObject(so);
|
||||
}
|
||||
|
|
|
@ -316,7 +316,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_SOPXmlProcessors.Add("ClickAction", ProcessClickAction);
|
||||
m_SOPXmlProcessors.Add("Shape", ProcessShape);
|
||||
m_SOPXmlProcessors.Add("Scale", ProcessScale);
|
||||
m_SOPXmlProcessors.Add("UpdateFlag", ProcessUpdateFlag);
|
||||
m_SOPXmlProcessors.Add("SitTargetOrientation", ProcessSitTargetOrientation);
|
||||
m_SOPXmlProcessors.Add("SitTargetPosition", ProcessSitTargetPosition);
|
||||
m_SOPXmlProcessors.Add("SitTargetPositionLL", ProcessSitTargetPositionLL);
|
||||
|
@ -586,11 +585,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
obj.Scale = Util.ReadVector(reader, "Scale");
|
||||
}
|
||||
|
||||
private static void ProcessUpdateFlag(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.UpdateFlag = (byte)reader.ReadElementContentAsInt("UpdateFlag", String.Empty);
|
||||
}
|
||||
|
||||
private static void ProcessSitTargetOrientation(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.SitTargetOrientation = Util.ReadQuaternion(reader, "SitTargetOrientation");
|
||||
|
@ -1194,7 +1188,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
WriteShape(writer, sop.Shape, options);
|
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|
||||
WriteVector(writer, "Scale", sop.Scale);
|
||||
writer.WriteElementString("UpdateFlag", sop.UpdateFlag.ToString());
|
||||
WriteQuaternion(writer, "SitTargetOrientation", sop.SitTargetOrientation);
|
||||
WriteVector(writer, "SitTargetPosition", sop.SitTargetPosition);
|
||||
WriteVector(writer, "SitTargetPositionLL", sop.SitTargetPositionLL);
|
||||
|
|
|
@ -70,8 +70,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
grp2.UpdateGroupRotationR(Quaternion.CreateFromEulers(180 * Utils.DEG_TO_RAD, 0, 0));
|
||||
|
||||
// Required for linking
|
||||
grp1.RootPart.UpdateFlag = 0;
|
||||
grp2.RootPart.UpdateFlag = 0;
|
||||
grp1.RootPart.ClearUpdateSchedule();
|
||||
grp2.RootPart.ClearUpdateSchedule();
|
||||
|
||||
// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
|
||||
grp1.LinkToGroup(grp2);
|
||||
|
@ -164,10 +164,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
grp4.UpdateGroupRotationR(Quaternion.CreateFromEulers(0, 90 * Utils.DEG_TO_RAD, 0));
|
||||
|
||||
// Required for linking
|
||||
grp1.RootPart.UpdateFlag = 0;
|
||||
grp2.RootPart.UpdateFlag = 0;
|
||||
grp3.RootPart.UpdateFlag = 0;
|
||||
grp4.RootPart.UpdateFlag = 0;
|
||||
grp1.RootPart.ClearUpdateSchedule();
|
||||
grp2.RootPart.ClearUpdateSchedule();
|
||||
grp3.RootPart.ClearUpdateSchedule();
|
||||
grp4.RootPart.ClearUpdateSchedule();
|
||||
|
||||
// Link grp2 to grp1. part2 becomes child prim to grp1. grp2 is eliminated.
|
||||
grp1.LinkToGroup(grp2);
|
||||
|
@ -198,8 +198,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
}
|
||||
|
||||
// Required for linking
|
||||
grp1.RootPart.UpdateFlag = 0;
|
||||
grp3.RootPart.UpdateFlag = 0;
|
||||
grp1.RootPart.ClearUpdateSchedule();
|
||||
grp3.RootPart.ClearUpdateSchedule();
|
||||
|
||||
// root part should have no offset position or rotation
|
||||
Assert.That(part1.OffsetPosition == Vector3.Zero && part1.RotationOffset == Quaternion.Identity,
|
||||
|
|
|
@ -173,6 +173,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
// Note: Updating these properties on sop automatically schedules an update if needed
|
||||
if (Position != Vector3.Zero)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -196,8 +197,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
part.Resize(Scale);
|
||||
}
|
||||
|
||||
part.ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
part.Undoing = false;
|
||||
|
@ -227,6 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
// Note: Updating these properties on sop automatically schedules an update if needed
|
||||
if (Position != Vector3.Zero)
|
||||
part.OffsetPosition = Position;
|
||||
|
||||
|
@ -235,8 +235,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale);
|
||||
|
||||
part.ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
part.Undoing = false;
|
||||
|
|
|
@ -3653,10 +3653,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
protected void TargetOmega(SceneObjectPart part, LSL_Vector axis, double spinrate, double gain)
|
||||
{
|
||||
part.AngularVelocity = new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate));
|
||||
part.ScheduleTerseUpdate();
|
||||
part.SendTerseUpdateToAllClients();
|
||||
part.ParentGroup.HasGroupChanged = true;
|
||||
part.UpdateAngularVelocity(new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate)));
|
||||
}
|
||||
|
||||
public LSL_Integer llGetStartParameter()
|
||||
|
@ -3958,11 +3955,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
parentPrim = targetPart.ParentGroup;
|
||||
childPrim = m_host.ParentGroup;
|
||||
}
|
||||
// byte uf = childPrim.RootPart.UpdateFlag;
|
||||
childPrim.RootPart.UpdateFlag = 0;
|
||||
|
||||
// Required for linking
|
||||
childPrim.RootPart.ClearUpdateSchedule();
|
||||
parentPrim.LinkToGroup(childPrim);
|
||||
// if (uf != (Byte)0)
|
||||
// parent.RootPart.UpdateFlag = uf;
|
||||
}
|
||||
|
||||
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
|
||||
|
@ -4059,7 +4055,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
parts[0].ParentGroup.areUpdatesSuspended = true;
|
||||
foreach (SceneObjectPart part in parts)
|
||||
{
|
||||
part.UpdateFlag = 0;
|
||||
part.ClearUpdateSchedule();
|
||||
newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -265,9 +265,16 @@ namespace OpenSim.Server.Base
|
|||
public virtual int Run()
|
||||
{
|
||||
while (m_Running)
|
||||
{
|
||||
try
|
||||
{
|
||||
MainConsole.Instance.Prompt();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("Command error: {0}", e);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_pidFile != String.Empty)
|
||||
File.Delete(m_pidFile);
|
||||
|
|
|
@ -473,7 +473,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
// Grab the asset data from the response stream
|
||||
using (MemoryStream stream = new MemoryStream())
|
||||
{
|
||||
responseStream.CopyTo(stream, Int32.MaxValue);
|
||||
responseStream.CopyTo(stream);
|
||||
asset.Data = stream.ToArray();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue