Merge branch 'dev_kitty' into dev
commit
2b2eb4dbe3
|
@ -591,7 +591,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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so.AbsolutePosition = AttachOffset;
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so.RootPart.AttachedPos = AttachOffset;
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so.RootPart.AttachedPos = AttachOffset;
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so.RootPart.IsAttachment = true;
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so.RootPart.SetParentLocalId(avatar.LocalId);
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@ -611,7 +611,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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so.IsSelected = false; // fudge....
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so.ScheduleGroupForFullUpdate();
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//so.ScheduleGroupForFullUpdate();
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so.ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //just force it to sychronize all properties
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}
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// In case it is later dropped again, don't let
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@ -352,7 +352,8 @@ namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps
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rootGroup.LinkToGroup(allparts[j]);
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}
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rootGroup.ScheduleGroupForFullUpdate();
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//rootGroup.ScheduleGroupForFullUpdate();
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rootGroup.ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //seems like new object
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pos = m_scene.GetNewRezLocation(Vector3.Zero, rootpos, UUID.Zero, rot, (byte)1, 1, true, allparts[0].GroupScale(), false);
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responsedata["int_response_code"] = 200; //501; //410; //404;
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@ -1581,7 +1581,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, silent))
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{
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grp.OffsetForNewRegion(oldGroupPosition);
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grp.ScheduleGroupForFullUpdate();
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//grp.ScheduleGroupForFullUpdate();
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grp.ScheduleGroupForFullUpdate(SceneObjectPartProperties.Position);
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}
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}
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@ -600,7 +600,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// if not, we set it's position in world.
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if (!attachment)
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{
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group.ScheduleGroupForFullUpdate();
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//group.ScheduleGroupForFullUpdate();
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group.ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //new object
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float offsetHeight = 0;
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pos = m_Scene.GetNewRezLocation(
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@ -698,7 +699,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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rootPart.ParentGroup.ResumeScripts();
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rootPart.ScheduleFullUpdate();
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//rootPart.ScheduleFullUpdate();
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rootPart.ScheduleFullUpdate(SceneObjectPartProperties.FullUpdate);
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}
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if (!m_Scene.Permissions.BypassPermissions())
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@ -321,7 +321,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//RegionSyncMessage.HandleSuccess(LogHeader(), msg, String.Format("Object \"{0}\" ({1}) ({1}) updated.", sog.Name, sog.UUID.ToString(), sog.LocalId.ToString()));
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//else
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//RegionSyncMessage.HandleSuccess(LogHeader(), msg, String.Format("Object \"{0}\" ({1}) ({1}) added.", sog.Name, sog.UUID.ToString(), sog.LocalId.ToString()));
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sog.ScheduleGroupForFullUpdate();
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//sog.ScheduleGroupForFullUpdate();
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}
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return;
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}
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@ -550,7 +550,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//the prim is not the root-part, set the offset position
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primToUpdate.OffsetPosition = pos;
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parent.HasGroupChanged = true;
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parent.ScheduleGroupForTerseUpdate();
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//parent.ScheduleGroupForTerseUpdate();
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parent.ScheduleGroupForTerseUpdate(SceneObjectPartProperties.OffsetPosition);
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}
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}
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@ -182,8 +182,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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get { return m_isSyncRelay; }
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}
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private Dictionary<string, string> m_primPropertyBucketMap = new Dictionary<string, string>();
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public Dictionary<string, string> PrimPropertyBucketMap
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private Dictionary<SceneObjectPartProperties, string> m_primPropertyBucketMap = new Dictionary<SceneObjectPartProperties, string>();
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public Dictionary<SceneObjectPartProperties, string> PrimPropertyBucketMap
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{
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get { return m_primPropertyBucketMap; }
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}
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@ -212,7 +212,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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PupolatePropertyBuketMapByDefault();
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//Pass the bucket information to SceneObjectPart.
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SceneObjectPart.InitializeBucketInfo(m_primPropertyBucketMap, m_propertyBucketDescription, m_actorID);
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SceneObjectPart.InitializePropertyBucketInfo(m_primPropertyBucketMap, m_propertyBucketDescription, m_actorID);
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}
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@ -226,6 +226,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_propertyBucketDescription.Add(physicsBucketName);
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m_maxNumOfPropertyBuckets = 2;
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/*
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foreach (string pName in SceneObjectPart.PropertyList)
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{
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switch (pName){
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@ -253,6 +254,36 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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break;
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}
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}
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* */
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foreach (SceneObjectPartProperties property in Enum.GetValues(typeof(SceneObjectPartProperties)))
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{
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switch (property)
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{
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case SceneObjectPartProperties.GroupPosition:
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case SceneObjectPartProperties.OffsetPosition:
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case SceneObjectPartProperties.Scale:
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case SceneObjectPartProperties.Velocity:
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case SceneObjectPartProperties.AngularVelocity:
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case SceneObjectPartProperties.RotationOffset:
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case SceneObjectPartProperties.Position:
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case SceneObjectPartProperties.Size:
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case SceneObjectPartProperties.Force:
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case SceneObjectPartProperties.RotationalVelocity:
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case SceneObjectPartProperties.PA_Acceleration:
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case SceneObjectPartProperties.Torque:
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case SceneObjectPartProperties.Orientation:
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case SceneObjectPartProperties.IsPhysical:
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case SceneObjectPartProperties.Flying:
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case SceneObjectPartProperties.Buoyancy:
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m_primPropertyBucketMap.Add(property, physicsBucketName);
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break;
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default:
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//all other properties belong to the "General" bucket.
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m_primPropertyBucketMap.Add(property, generalBucketName);
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break;
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}
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}
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}
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private bool IsSyncingWithOtherActors()
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@ -263,7 +294,28 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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public void QueueSceneObjectPartForUpdate(SceneObjectPart part)
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{
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//if the last update of the prim is caused by this actor itself, or if the actor is a relay node, then enqueue the update
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if (part.LastUpdateActorID.Equals(m_actorID) || m_isSyncRelay)
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//if (part.LastUpdateActorID.Equals(m_actorID) || m_isSyncRelay)
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bool updated = m_isSyncRelay;
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if (!updated)
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{
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/*
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foreach (KeyValuePair<string, BucketSyncInfo> pair in part.BucketSyncInfoList)
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{
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if (pair.Value.LastUpdateActorID.Equals(m_actorID))
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{
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updated = true;
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break;
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}
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}
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* */
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if (part.HasPropertyUpdatedLocally())
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{
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updated = true;
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}
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}
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if(updated)
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{
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lock (m_updateSceneObjectPartLock)
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{
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@ -274,10 +326,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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public void QueueScenePresenceForTerseUpdate(ScenePresence presence)
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{
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/*
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lock (m_updateScenePresenceLock)
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{
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m_presenceUpdates[presence.UUID] = presence;
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}
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* */
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}
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//SendSceneUpdates put each update into an outgoing queue of each SyncConnector
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@ -321,6 +375,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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if (primUpdates != null || presenceUpdates != null)
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{
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long timeStamp = DateTime.Now.Ticks;
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// This could be another thread for sending outgoing messages or just have the Queue functions
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// create and queue the messages directly into the outgoing server thread.
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System.Threading.ThreadPool.QueueUserWorkItem(delegate
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@ -333,6 +389,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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foreach (SceneObjectGroup sog in primUpdates)
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{
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//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
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sog.UpdateTaintedBucketSyncInfo(timeStamp);
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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{
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//send
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@ -459,6 +516,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return;
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}
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//First, make sure the linked group has updated timestamp info for synchronization
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linkedGroup.BucketSyncInfoUpdate();
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OSDMap data = new OSDMap();
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string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
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data["linkedGroup"]=OSD.FromString(sogxml);
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@ -517,6 +577,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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groupNum++;
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}
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//make sure the newly delinked objects have the updated timestamp information
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foreach (SceneObjectGroup sog in afterDelinkGroups)
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{
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sog.BucketSyncInfoUpdate();
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}
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.DelinkObject, OSDParser.SerializeJsonString(data));
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SendDelinkObjectToRelevantSyncConnectors(beforeDelinkGroups, rsm);
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}
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@ -741,7 +807,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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/// <summary>
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/// Check if we need to send out an update message for the given object.
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/// Check if we need to send out an update message for the given object. For now, we have a very inefficient solution:
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/// If any synchronization bucket in any part shows a property in that bucket has changed, we'll serialize and ship the whole object.
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/// </summary>
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/// <param name="sog"></param>
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/// <returns></returns>
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@ -750,10 +817,20 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//If any part in the object has the last update caused by this actor itself, then send the update
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foreach (SceneObjectPart part in sog.Parts)
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{
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/*
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if (part.LastUpdateActorID.Equals(m_actorID))
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{
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return true;
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}
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* */
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foreach (KeyValuePair<string, BucketSyncInfo> pair in part.BucketSyncInfoList)
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{
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if (pair.Value.LastUpdateActorID.Equals(m_actorID))
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{
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return true;
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}
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}
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}
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return false;
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@ -991,6 +1068,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//save script state and stop script instances
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m_scene.EventManager.TriggerOnSymmetricSyncStop();
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}
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m_synced = true;
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}
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else
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{
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@ -1072,11 +1150,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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syncConnector.StartCommThreads();
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AddSyncConnector(syncConnector);
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m_synced = true;
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}
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}
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m_synced = true;
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return true;
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}
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|
|
|
@ -236,7 +236,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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part.Shape.Media[face] = me;
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UpdateMediaUrl(part, UUID.Zero);
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part.ScheduleFullUpdate();
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//part.ScheduleFullUpdate();
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part.ScheduleFullUpdate(SceneObjectPartProperties.MediaUrl);
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part.TriggerScriptChangedEvent(Changed.MEDIA);
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}
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|
@ -421,7 +422,9 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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UpdateMediaUrl(part, agentId);
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// Arguably, we could avoid sending a full update to the avatar that just changed the texture.
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part.ScheduleFullUpdate();
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//part.ScheduleFullUpdate();
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part.ScheduleFullUpdate(SceneObjectPartProperties.Shape);
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part.ScheduleFullUpdate(SceneObjectPartProperties.MediaUrl); //not an efficient way to taint two properties, but should not have bad side effects
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|
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part.TriggerScriptChangedEvent(Changed.MEDIA);
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|
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|
@ -499,7 +502,8 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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UpdateMediaUrl(part, agentId);
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|
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part.ScheduleFullUpdate();
|
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//part.ScheduleFullUpdate();
|
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part.ScheduleFullUpdate(SceneObjectPartProperties.MediaUrl);
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part.TriggerScriptChangedEvent(Changed.MEDIA);
|
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|
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|
|
|
@ -148,7 +148,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
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part.GetProperties(remoteClient);
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part.TriggerScriptChangedEvent(Changed.OWNER);
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group.ResumeScripts();
|
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part.ScheduleFullUpdate();
|
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//part.ScheduleFullUpdate();
|
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part.ScheduleFullUpdate(SceneObjectPartProperties.FullUpdate); //quite some properties changed, let's just force all to be synchronized
|
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|
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break;
|
||||
|
||||
|
|
|
@ -56,6 +56,15 @@ namespace OpenSim.Region.Framework.Interfaces
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DSGActorTypes DSGActorType { get; set; }
|
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bool IsSyncRelay { get; }
|
||||
|
||||
/// <summary>
|
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/// The mapping of a property (identified by its name) to the index of a bucket.
|
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/// </summary>
|
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Dictionary<SceneObjectPartProperties, string> PrimPropertyBucketMap { get; }
|
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/// <summary>
|
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/// The text description of the properties in each bucket, e.g. "General", "Physics"
|
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/// </summary>
|
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List<string> PropertyBucketDescription { get; }
|
||||
|
||||
//Enqueue updates for scene-objects and scene-presences
|
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void QueueSceneObjectPartForUpdate(SceneObjectPart part);
|
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void QueueScenePresenceForTerseUpdate(ScenePresence presence);
|
||||
|
|
|
@ -34,7 +34,8 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
{
|
||||
void Reset();
|
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void Close();
|
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void QueuePartForUpdate(SceneObjectPart part);
|
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//void QueuePartForUpdate(SceneObjectPart part);
|
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void QueuePartForUpdate(SceneObjectPartBase part);
|
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void SendPrimUpdates();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1720,7 +1720,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
* */
|
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if (RegionSyncModule != null)
|
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{
|
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part.SyncInfoUpdate();
|
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//part.SyncInfoUpdate();
|
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EventManager.TriggerNewScript(remoteClient.AgentId, part, copyID);
|
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}
|
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else
|
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|
@ -1798,7 +1798,7 @@ namespace OpenSim.Region.Framework.Scenes
|
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//part.ParentGroup.ResumeScripts();
|
||||
if (RegionSyncModule != null)
|
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{
|
||||
part.SyncInfoUpdate();
|
||||
//part.SyncInfoUpdate();
|
||||
EventManager.TriggerNewScript(remoteClient.AgentId, part, taskItem.ItemID);
|
||||
}
|
||||
else
|
||||
|
@ -2197,7 +2197,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// to find out if scripts should be activated at all.
|
||||
group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
|
||||
|
||||
group.ScheduleGroupForFullUpdate();
|
||||
//group.ScheduleGroupForFullUpdate();
|
||||
group.ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //new object, all properties have new value
|
||||
|
||||
return group;
|
||||
}
|
||||
|
@ -2262,7 +2263,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
sog.SetOwnerId(ownerID);
|
||||
sog.SetGroup(groupID, remoteClient);
|
||||
sog.ScheduleGroupForFullUpdate();
|
||||
//sog.ScheduleGroupForFullUpdate();
|
||||
sog.ScheduleGroupForFullUpdate(SceneObjectPartProperties.OwnerID);
|
||||
|
||||
SceneObjectPart[] partList = sog.Parts;
|
||||
|
||||
|
|
|
@ -208,11 +208,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// TODO: Make selection flagging per prim!
|
||||
//
|
||||
part.ParentGroup.IsSelected = false;
|
||||
|
||||
|
||||
if (part.ParentGroup.IsAttachment)
|
||||
isAttachment = true;
|
||||
else
|
||||
part.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
//part.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
part.ParentGroup.ScheduleGroupForFullUpdate(SceneObjectPartProperties.IsSelected);
|
||||
|
||||
// If it's not an attachment, and we are allowed to move it,
|
||||
// then we might have done so. If we moved across a parcel
|
||||
|
|
|
@ -795,7 +795,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//Set the property values as in the incoming copy of the object group
|
||||
|
||||
SceneObjectGroup localGroup = root.ParentGroup;
|
||||
localGroup.UpdateObjectProperties(linkedGroup);
|
||||
localGroup.UpdateObjectGroupBySync(linkedGroup);
|
||||
|
||||
//debug
|
||||
/*
|
||||
|
@ -2391,7 +2391,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sceneObject.SetGroup(groupID, null);
|
||||
}
|
||||
|
||||
sceneObject.ScheduleGroupForFullUpdate();
|
||||
//sceneObject.ScheduleGroupForFullUpdate();
|
||||
sceneObject.ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //new object, all properties have new value
|
||||
|
||||
return sceneObject;
|
||||
}
|
||||
|
@ -2560,16 +2561,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
//Set the ActorID and TimeStamp info for this latest update
|
||||
/*
|
||||
foreach (SceneObjectPart part in group.Parts)
|
||||
{
|
||||
part.SyncInfoUpdate();
|
||||
}
|
||||
*
|
||||
* */
|
||||
|
||||
//Propagate the RemovedObject message
|
||||
if (RegionSyncModule != null)
|
||||
{
|
||||
|
@ -4500,7 +4491,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (ent is SceneObjectGroup)
|
||||
{
|
||||
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
|
||||
//((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
|
||||
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(SceneObjectPartProperties.None); //This is not due to property being updated, hence passing "None" property.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -374,7 +374,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (scale.Z > m_parentScene.m_maxNonphys)
|
||||
scale.Z = m_parentScene.m_maxNonphys;
|
||||
|
||||
part.Shape.Scale = scale;
|
||||
//part.Shape.Scale = scale;
|
||||
part.Scale = scale;
|
||||
}
|
||||
}
|
||||
m_numPrim += children.Length;
|
||||
|
@ -382,7 +383,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sceneObject.AttachToScene(m_parentScene);
|
||||
|
||||
if (sendClientUpdates)
|
||||
sceneObject.ScheduleGroupForFullUpdate();
|
||||
//sceneObject.ScheduleGroupForFullUpdate();
|
||||
sceneObject.ScheduleGroupForFullUpdate(SceneObjectPartProperties.None);
|
||||
|
||||
Entities.Add(sceneObject);
|
||||
|
||||
|
@ -1599,7 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_parentScene.RegionSyncModule != null)
|
||||
{
|
||||
//Tell other actors to link the SceneObjectParts together as a new group.
|
||||
parentGroup.SyncInfoUpdate();
|
||||
m_parentScene.RegionSyncModule.SendLinkObject(parentGroup, root, children);
|
||||
}
|
||||
|
||||
|
@ -1746,20 +1747,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
//set timestamp
|
||||
long timeStamp = DateTime.Now.Ticks;
|
||||
string actorID = m_parentScene.GetSyncActorID();
|
||||
foreach (SceneObjectGroup sog in afterDelinkGroups)
|
||||
{
|
||||
if (m_parentScene.RegionSyncModule != null)
|
||||
{
|
||||
sog.SyncInfoUpdate(timeStamp, actorID); ;
|
||||
}
|
||||
}
|
||||
//Send out DelinkObject message to other actors to sychronize their object list
|
||||
m_parentScene.RegionSyncModule.SendDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups);
|
||||
|
||||
|
||||
if (m_parentScene.RegionSyncModule != null)
|
||||
{
|
||||
m_parentScene.RegionSyncModule.SendDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups);
|
||||
}
|
||||
//Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers).
|
||||
//But timestamp won't be changed, so that when other actors get the update, they's simple ignore the updates since they already get them
|
||||
foreach (SceneObjectGroup sog in afterDelinkGroups)
|
||||
|
@ -1902,7 +1894,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
|
||||
copy.HasGroupChanged = true;
|
||||
copy.ScheduleGroupForFullUpdate();
|
||||
//copy.ScheduleGroupForFullUpdate();
|
||||
copy.ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //new object, all property values are new
|
||||
copy.ResumeScripts();
|
||||
|
||||
// required for physics to update it's position
|
||||
|
@ -1971,7 +1964,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
//if we need to debug the script engine with a viewer attaching to it,
|
||||
//we need to schedule updates to be sent to the viewer
|
||||
oldSog.ScheduleGroupForFullUpdate();
|
||||
oldSog.ScheduleGroupForFullUpdate(SceneObjectPartProperties.None);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -2051,7 +2044,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
foreach (SceneObjectPart part in children)
|
||||
{
|
||||
Vector3 scale = part.Shape.Scale;
|
||||
SceneObjectPartBase partBase = (SceneObjectPartBase)part;
|
||||
Vector3 scale = partBase.Scale;
|
||||
|
||||
if (scale.X > m_parentScene.m_maxNonphys)
|
||||
scale.X = m_parentScene.m_maxNonphys;
|
||||
|
@ -2060,12 +2054,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (scale.Z > m_parentScene.m_maxNonphys)
|
||||
scale.Z = m_parentScene.m_maxNonphys;
|
||||
|
||||
part.Shape.Scale = scale;
|
||||
part.Scale = scale;
|
||||
}
|
||||
}
|
||||
m_numPrim += children.Length;
|
||||
|
||||
//SYMMETRIC SYNC,
|
||||
sceneObject.AttachToScene(m_parentScene);
|
||||
//sceneObject.AttachToSceneBySync(m_parentScene);
|
||||
//end of SYMMETRIC SYNC,
|
||||
|
||||
//SYMMETRIC SYNC,
|
||||
sceneObject.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
|
||||
|
@ -2140,8 +2137,18 @@ 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
|
||||
child.RootPart.ObjectSaleType = 0;
|
||||
child.RootPart.SalePrice = 10;
|
||||
//SYMMETRIC SYNC: need to copy value w/o trigger UpdateBucketSyncInfo
|
||||
//child.RootPart.ObjectSaleType = 0;
|
||||
//child.RootPart.SalePrice = 10;
|
||||
//child.RootPart.SetObjectSaleType(0);
|
||||
//child.RootPart.SetSalePrice(10);
|
||||
//child.RootPart.SetProperty("ObjectSaleType", 0);
|
||||
//child.RootPart.SetProperty("SalePrice", 10);
|
||||
|
||||
//casting SOP to SOPBase to make sure we call SOPBase.Property set function, not the SOP.Property set function
|
||||
SceneObjectPartBase rootPart = (SceneObjectPartBase)child.RootPart;
|
||||
rootPart.ObjectSaleType = 0;
|
||||
rootPart.SalePrice = 10;
|
||||
childGroups.Add(child);
|
||||
}
|
||||
}
|
||||
|
@ -2291,7 +2298,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
localAfterGroup.UpdateObjectProperties(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
|
||||
localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -294,6 +294,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
get { return m_rootPart.GroupPosition; }
|
||||
set
|
||||
{
|
||||
/*
|
||||
SetAbsolutePosition(value);
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
parts[i].UpdateBucketSyncInfo("GroupPosition");
|
||||
*/
|
||||
Vector3 val = value;
|
||||
|
||||
//REGION SYNC touched
|
||||
|
@ -328,6 +334,39 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//m_rootPart.GroupPosition.Z);
|
||||
//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||
//}
|
||||
|
||||
}
|
||||
}
|
||||
public void SetAbsolutePosition(Vector3 value)
|
||||
{
|
||||
Vector3 val = value;
|
||||
|
||||
//REGION SYNC touched
|
||||
|
||||
//if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
|
||||
// || m_scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || m_scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
|
||||
// && !IsAttachmentCheckFull())
|
||||
if (m_scene.IsBorderCrossing(LocX, LocY, val) && !IsAttachmentCheckFull() && (!m_scene.LoadingPrims))
|
||||
{
|
||||
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
|
||||
}
|
||||
//end REGION SYNC touched
|
||||
if (RootPart.GetStatusSandbox())
|
||||
{
|
||||
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
|
||||
{
|
||||
RootPart.ScriptSetPhysicsStatus(false);
|
||||
Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
|
||||
ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
parts[i].GroupPosition = val;
|
||||
//parts[i].SetGroupPosition(val);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -465,6 +504,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
#region Constructors
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
public SceneObjectGroup(SceneObjectPart part, bool newGroupBySync)
|
||||
{
|
||||
if (!newGroupBySync)
|
||||
{
|
||||
SetRootPart(part);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRootPartBySync(part);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor
|
||||
/// </summary>
|
||||
|
@ -969,7 +1022,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
AttachToBackup();
|
||||
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
||||
m_rootPart.ScheduleFullUpdate();
|
||||
//m_rootPart.ScheduleFullUpdate();
|
||||
m_rootPart.ScheduleFullUpdate(SceneObjectPartProperties.AttachmentPoint); //Physics properties, such as Position, OffsetPosition, etc, should be tainted in ApplyPhysics()
|
||||
m_rootPart.ClearUndoState();
|
||||
}
|
||||
|
||||
|
@ -1242,7 +1296,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_scene.RemoveGroupTarget(this);
|
||||
}
|
||||
|
||||
ScheduleGroupForFullUpdate();
|
||||
//ScheduleGroupForFullUpdate();
|
||||
ScheduleGroupForFullUpdate(SceneObjectPartProperties.Flags);
|
||||
}
|
||||
|
||||
public void SetText(string text, Vector3 color, double alpha)
|
||||
|
@ -1254,7 +1309,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Text = text;
|
||||
|
||||
HasGroupChanged = true;
|
||||
m_rootPart.ScheduleFullUpdate();
|
||||
//m_rootPart.ScheduleFullUpdate();
|
||||
m_rootPart.ScheduleFullUpdate(SceneObjectPartProperties.Text);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1488,7 +1544,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
dupe.HasGroupChanged = true;
|
||||
dupe.AttachToBackup();
|
||||
|
||||
ScheduleGroupForFullUpdate();
|
||||
//ScheduleGroupForFullUpdate();
|
||||
ScheduleGroupForFullUpdate(SceneObjectPartProperties.None); //This full-update is triggered by copying, no property changed
|
||||
}
|
||||
|
||||
return dupe;
|
||||
|
@ -1741,7 +1798,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ApplyNextOwnerPermissions();
|
||||
}
|
||||
|
||||
part.ScheduleFullUpdate();
|
||||
//part.ScheduleFullUpdate();
|
||||
part.ScheduleFullUpdate(SceneObjectPartProperties.OwnerID);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1866,33 +1924,38 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// Schedule a full update for this scene object
|
||||
/// </summary>
|
||||
public void ScheduleGroupForFullUpdate()
|
||||
//public void ScheduleGroupForFullUpdate()
|
||||
public void ScheduleGroupForFullUpdate(SceneObjectPartProperties property)
|
||||
{
|
||||
// if (IsAttachment)
|
||||
// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
|
||||
|
||||
checkAtTargets();
|
||||
RootPart.ScheduleFullUpdate();
|
||||
//RootPart.ScheduleFullUpdate();
|
||||
RootPart.ScheduleFullUpdate(property);
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part != RootPart)
|
||||
part.ScheduleFullUpdate();
|
||||
//part.ScheduleFullUpdate();
|
||||
part.ScheduleFullUpdate(property);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Schedule a terse update for this scene object
|
||||
/// </summary>
|
||||
public void ScheduleGroupForTerseUpdate()
|
||||
//public void ScheduleGroupForTerseUpdate()
|
||||
public void ScheduleGroupForTerseUpdate(SceneObjectPartProperties property)
|
||||
{
|
||||
// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID);
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
parts[i].ScheduleTerseUpdate();
|
||||
//parts[i].ScheduleTerseUpdate();
|
||||
parts[i].ScheduleTerseUpdate(property);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2650,7 +2713,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
HasGroupChanged = true;
|
||||
part.TriggerScriptChangedEvent(Changed.SCALE);
|
||||
ScheduleGroupForFullUpdate();
|
||||
//ScheduleGroupForFullUpdate();
|
||||
ScheduleGroupForFullUpdate(SceneObjectPartProperties.None); //above actions only update Scale for the given part, and part.Resize() will taint Scale as updated
|
||||
|
||||
//if (part.UUID == m_rootPart.UUID)
|
||||
//{
|
||||
|
@ -2802,7 +2866,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.StoreUndoState();
|
||||
HasGroupChanged = true;
|
||||
m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
|
||||
ScheduleGroupForTerseUpdate();
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
ScheduleGroupForTerseUpdate(SceneObjectPartProperties.Scale);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2843,7 +2908,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
//we need to do a terse update even if the move wasn't allowed
|
||||
// so that the position is reset in the client (the object snaps back)
|
||||
ScheduleGroupForTerseUpdate();
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
ScheduleGroupForTerseUpdate(SceneObjectPartProperties.GroupPosition);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2906,7 +2972,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
AbsolutePosition = newPos;
|
||||
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
ScheduleGroupForTerseUpdate(SceneObjectPartProperties.Position);
|
||||
}
|
||||
|
||||
public void OffsetForNewRegion(Vector3 offset)
|
||||
|
@ -2938,7 +3005,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
ScheduleGroupForTerseUpdate(SceneObjectPartProperties.None); //Above actions only update m_rootPart's RotationOffset, and m_rootPart.UpdateRotation will taint RotationOffset as updated
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -2964,7 +3032,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
AbsolutePosition = pos;
|
||||
|
||||
HasGroupChanged = true;
|
||||
ScheduleGroupForTerseUpdate();
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
ScheduleGroupForTerseUpdate(SceneObjectPartProperties.Position); //RotationOffset is only updated for m_rootPart, and m_rootPart.UpdateRotation should already taint RotationOffset as updated
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3051,7 +3120,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Quaternion newRot = primsRot * oldParentRot;
|
||||
newRot *= Quaternion.Inverse(axRot);
|
||||
prim.RotationOffset = newRot;
|
||||
prim.ScheduleTerseUpdate();
|
||||
//prim.ScheduleTerseUpdate();
|
||||
prim.ScheduleTerseUpdate(SceneObjectPartProperties.RotationOffset | SceneObjectPartProperties.OffsetPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3065,7 +3135,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
m_rootPart.ScheduleTerseUpdate();
|
||||
//m_rootPart.ScheduleTerseUpdate();
|
||||
m_rootPart.ScheduleTerseUpdate(SceneObjectPartProperties.RotationOffset);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -3694,12 +3765,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
//Similar actions with DelinkFromGroup, except that m_scene.AddNewSceneObjectBySync is called
|
||||
public SceneObjectGroup DelinkFromGroupBySync(SceneObjectPart linkPart, bool sendEvents)
|
||||
//!!!!!!!!!!!!!!!!!!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} from group with root part {2}, {3}",
|
||||
// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
|
||||
|
||||
SceneObjectPartBase linkPart = (SceneObjectPartBase)delinkPart;
|
||||
linkPart.ClearUndoState();
|
||||
|
||||
Quaternion worldRot = linkPart.GetWorldRotation();
|
||||
|
@ -3714,21 +3789,28 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (parts.Length == 1 && RootPart != null)
|
||||
{
|
||||
// Single prim left
|
||||
RootPart.LinkNum = 0;
|
||||
//RootPart.LinkNum = 0;
|
||||
//RootPart.SetProperty("LinkNum", 0);
|
||||
((SceneObjectPartBase)RootPart).LinkNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
SceneObjectPartBase part = (SceneObjectPartBase)parts[i];
|
||||
if (part.LinkNum > linkPart.LinkNum)
|
||||
{
|
||||
part.LinkNum--;
|
||||
//int linkNum = part.LinkNum - 1;
|
||||
//part.SetProperty("LinkNum", linkNum);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
linkPart.ParentID = 0;
|
||||
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.LinkNum = 0;
|
||||
//linkPart.SetParentID(0);
|
||||
|
||||
if (linkPart.PhysActor != null)
|
||||
{
|
||||
|
@ -3745,10 +3827,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
linkPart.OffsetPosition = new Vector3(axPos.X, axPos.Y, axPos.Z);
|
||||
linkPart.GroupPosition = AbsolutePosition + linkPart.OffsetPosition;
|
||||
linkPart.OffsetPosition = new Vector3(0, 0, 0);
|
||||
|
||||
linkPart.RotationOffset = worldRot;
|
||||
|
||||
SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
|
||||
//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);
|
||||
|
||||
m_scene.AddNewSceneObjectBySync(objectGroup, true);
|
||||
|
||||
|
@ -3764,7 +3856,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return objectGroup;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a part to act as the root part for this scene object, in which SetProperty("LinkNum",) is called instead of "LinkNum=".
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
public void SetRootPartBySync(SceneObjectPart part)
|
||||
{
|
||||
if (part == null)
|
||||
throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart");
|
||||
|
||||
part.SetParent(this);
|
||||
m_rootPart = part;
|
||||
if (!IsAttachment)
|
||||
part.ParentID = 0;
|
||||
// part.SetProperty("LinkNum", 0);
|
||||
((SceneObjectPartBase)part).LinkNum = 0;
|
||||
|
||||
m_parts.Add(m_rootPart.UUID, m_rootPart);
|
||||
}
|
||||
|
||||
public void ScheduleGroupForFullUpdate_SyncInfoUnchanged()
|
||||
{
|
||||
|
@ -3788,30 +3897,40 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public void LinkToGroupBySync(SceneObjectGroup objectGroup)
|
||||
{
|
||||
|
||||
SceneObjectPart linkPart = objectGroup.m_rootPart;
|
||||
|
||||
SceneObjectPartBase linkPart = (SceneObjectPartBase)objectGroup.m_rootPart;
|
||||
|
||||
Vector3 oldGroupPosition = linkPart.GroupPosition;
|
||||
Quaternion oldRootRotation = linkPart.RotationOffset;
|
||||
|
||||
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
|
||||
linkPart.GroupPosition = AbsolutePosition;
|
||||
//linkPart.SetOffsetPosition(linkPart.GroupPosition - AbsolutePosition);
|
||||
//linkPart.SetGroupPosition(AbsolutePosition);
|
||||
//linkPart.SetProperty("OffsetPosition", linkPart.GroupPosition - AbsolutePosition);
|
||||
//linkPart.SetProperty("GroupPosition", AbsolutePosition);
|
||||
Vector3 axPos = linkPart.OffsetPosition;
|
||||
|
||||
Quaternion parentRot = m_rootPart.RotationOffset;
|
||||
axPos *= Quaternion.Inverse(parentRot);
|
||||
|
||||
linkPart.OffsetPosition = axPos;
|
||||
//linkPart.SetOffsetPosition(axPos);
|
||||
//linkPart.SetProperty("OffsetPosition", axPos);
|
||||
Quaternion oldRot = linkPart.RotationOffset;
|
||||
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
|
||||
linkPart.RotationOffset = newRot;
|
||||
//linkPart.SetRotationOffset(newRot);
|
||||
//linkPart.SetProperty("RotationOffset", newRot);
|
||||
|
||||
//ParentID is only valid locally, so remote value is ignored and no syncinfo will be modified
|
||||
linkPart.ParentID = m_rootPart.LocalId;
|
||||
if (m_rootPart.LinkNum == 0)
|
||||
m_rootPart.LinkNum = 1;
|
||||
((SceneObjectPartBase)m_rootPart).LinkNum = 1;
|
||||
//m_rootPart.SetProperty("LinkNum",1);
|
||||
|
||||
lock (m_parts.SyncRoot)
|
||||
{
|
||||
m_parts.Add(linkPart.UUID, linkPart);
|
||||
m_parts.Add(linkPart.UUID, (SceneObjectPart) linkPart);
|
||||
|
||||
// Insert in terms of link numbers, the new links
|
||||
// before the current ones (with the exception of
|
||||
|
@ -3819,15 +3938,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
SceneObjectPartBase part = (SceneObjectPartBase)parts[i];
|
||||
if (part.LinkNum != 1)
|
||||
{
|
||||
// Don't update root prim link number
|
||||
part.LinkNum += objectGroup.PrimCount;
|
||||
//part.SetProperty("LinkNum",objectGroup.PrimCount);
|
||||
}
|
||||
}
|
||||
|
||||
linkPart.LinkNum = 2;
|
||||
//linkPart.SetProperty("LinkNum",2);
|
||||
|
||||
linkPart.SetParent(this);
|
||||
linkPart.CreateSelected = true;
|
||||
|
@ -3846,7 +3967,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
SceneObjectPart part = ogParts[i];
|
||||
if (part.UUID != objectGroup.m_rootPart.UUID)
|
||||
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
|
||||
LinkNonRootPartBySync(part, oldGroupPosition, oldRootRotation, linkNum++);
|
||||
part.ClearUndoState();
|
||||
}
|
||||
}
|
||||
|
@ -3864,20 +3985,80 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
|
||||
// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
|
||||
// unmoved prims!
|
||||
ResetChildPrimPhysicsPositions();
|
||||
//ResetChildPrimPhysicsPositions();
|
||||
//EntityBase sogBase = (EntityBase)this;
|
||||
//sogBase.AbsolutePosition = AbsolutePosition;
|
||||
SetAbsolutePosition(AbsolutePosition);
|
||||
|
||||
}
|
||||
|
||||
public void SyncInfoUpdate()
|
||||
private void LinkNonRootPartBySync(SceneObjectPart linkPart, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
|
||||
{
|
||||
Quaternion parentRot = oldGroupRotation;
|
||||
Quaternion oldRot = linkPart.RotationOffset;
|
||||
Quaternion worldRot = parentRot * oldRot;
|
||||
|
||||
parentRot = oldGroupRotation;
|
||||
|
||||
Vector3 axPos = linkPart.OffsetPosition;
|
||||
|
||||
SceneObjectPartBase part = (SceneObjectPartBase)linkPart;
|
||||
axPos *= parentRot;
|
||||
part.OffsetPosition = axPos;
|
||||
part.GroupPosition = oldGroupPosition + part.OffsetPosition;
|
||||
part.OffsetPosition = Vector3.Zero;
|
||||
part.RotationOffset = worldRot;
|
||||
//part.SetOffsetPosition(axPos);
|
||||
//part.SetGroupPosition(oldGroupPosition + part.OffsetPosition);
|
||||
//part.SetOffsetPosition(Vector3.Zero);
|
||||
//part.SetRotationOffset(worldRot);
|
||||
//part.SetProperty("OffsetPosition", axPos);
|
||||
//part.SetProperty("GroupPosition", oldGroupPosition + part.OffsetPosition);
|
||||
//part.SetProperty("OffsetPosition", Vector3.Zero);
|
||||
//part.SetProperty("RotationOffset", worldRot);
|
||||
|
||||
part.SetParent(this);
|
||||
part.ParentID = m_rootPart.LocalId;
|
||||
|
||||
m_parts.Add(part.UUID, linkPart);
|
||||
|
||||
part.LinkNum = linkNum;
|
||||
//part.SetProperty("LinkNum",linkNum);
|
||||
|
||||
part.OffsetPosition = part.GroupPosition - AbsolutePosition;
|
||||
//part.SetOffsetPosition(part.GroupPosition - AbsolutePosition);
|
||||
//part.SetProperty("OffsetPosition", part.GroupPosition - AbsolutePosition);
|
||||
|
||||
Quaternion rootRotation = m_rootPart.RotationOffset;
|
||||
|
||||
Vector3 pos = part.OffsetPosition;
|
||||
pos *= Quaternion.Inverse(rootRotation);
|
||||
part.OffsetPosition = pos;
|
||||
//part.SetOffsetPosition(pos);
|
||||
//part.SetProperty("OffsetPosition", pos);
|
||||
|
||||
parentRot = m_rootPart.RotationOffset;
|
||||
oldRot = part.RotationOffset;
|
||||
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
|
||||
part.RotationOffset = newRot;
|
||||
//part.SetRotationOffset(newRot);
|
||||
//part.SetProperty("RotationOffset", newRot);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void BucketSyncInfoUpdate()
|
||||
{
|
||||
long timeStamp = DateTime.Now.Ticks;
|
||||
string actorID = m_scene.GetSyncActorID();
|
||||
foreach (SceneObjectPart part in Parts)
|
||||
{
|
||||
part.SyncInfoUpdate(timeStamp, actorID);
|
||||
//part.SyncInfoUpdate(timeStamp, actorID);
|
||||
part.UpdateAllBucketSyncInfo(timeStamp);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
public void SyncInfoUpdate(long timeStamp, string actorID)
|
||||
{
|
||||
foreach (SceneObjectPart part in Parts)
|
||||
|
@ -3885,6 +4066,53 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.SyncInfoUpdate(timeStamp, actorID);
|
||||
}
|
||||
}
|
||||
* */
|
||||
|
||||
/// <summary>
|
||||
/// Attach this object to a scene after a new object is created due to receiving a sync message.
|
||||
/// Code similar to AttachToScene, except that this does not invoke InitializeBucketSyncInfo of each part,
|
||||
/// as that information is included in the incoming message.
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
public void AttachToSceneBySync(Scene scene)
|
||||
{
|
||||
m_scene = scene;
|
||||
RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
|
||||
if (m_rootPart.Shape.PCode != 9 || m_rootPart.Shape.State == 0)
|
||||
m_rootPart.ParentID = 0;
|
||||
if (m_rootPart.LocalId == 0)
|
||||
m_rootPart.LocalId = m_scene.AllocateLocalId();
|
||||
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (Object.ReferenceEquals(part, m_rootPart))
|
||||
continue;
|
||||
|
||||
if (part.LocalId == 0)
|
||||
part.LocalId = m_scene.AllocateLocalId();
|
||||
|
||||
part.ParentID = m_rootPart.LocalId;
|
||||
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
|
||||
}
|
||||
|
||||
ApplyPhysics(m_scene.m_physicalPrim);
|
||||
|
||||
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
|
||||
// for the same object with very different properties. The caller must schedule the update.
|
||||
//ScheduleGroupForFullUpdate();
|
||||
|
||||
}
|
||||
|
||||
public void UpdateTaintedBucketSyncInfo(long timeStamp)
|
||||
{
|
||||
foreach (SceneObjectPart part in Parts)
|
||||
{
|
||||
part.UpdateTaintedBucketSyncInfo(timeStamp);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -41,7 +41,8 @@ using OpenSim.Region.Framework.Scenes.Serialization;
|
|||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
public class SceneObjectPartInventory : IEntityInventory
|
||||
//public class SceneObjectPartInventory : IEntityInventory
|
||||
public class SceneObjectPartInventoryBase : IEntityInventory
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
|
@ -52,7 +53,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <value>
|
||||
/// The part to which the inventory belongs.
|
||||
/// </value>
|
||||
private SceneObjectPart m_part;
|
||||
//private SceneObjectPart m_part;
|
||||
private SceneObjectPartBase m_part;
|
||||
|
||||
/// <summary>
|
||||
/// Serial count for inventory file , used to tell if inventory has changed
|
||||
|
@ -98,7 +100,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="part">
|
||||
/// A <see cref="SceneObjectPart"/>
|
||||
/// </param>
|
||||
public SceneObjectPartInventory(SceneObjectPart part)
|
||||
//public SceneObjectPartInventory(SceneObjectPart part)
|
||||
public SceneObjectPartInventoryBase(SceneObjectPartBase part)
|
||||
{
|
||||
m_part = part;
|
||||
}
|
||||
|
@ -291,7 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
|
||||
m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
|
||||
m_part.ParentGroup.AddActiveScriptCount(1);
|
||||
m_part.ScheduleFullUpdate();
|
||||
m_part.ScheduleFullUpdate(SceneObjectPartProperties.Flags | SceneObjectPartProperties.TaskInventory);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -319,7 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
|
||||
m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
|
||||
m_part.ParentGroup.AddActiveScriptCount(1);
|
||||
m_part.ScheduleFullUpdate();
|
||||
m_part.ScheduleFullUpdate(SceneObjectPartProperties.Flags | SceneObjectPartProperties.TaskInventory);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -543,7 +546,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_part.ParentGroup.HasGroupChanged = true;
|
||||
|
||||
//SYMMETRIC SYNC: add ScheduleFullUpdate to enable synchronization across actors
|
||||
m_part.ScheduleFullUpdate();
|
||||
m_part.ScheduleFullUpdate(SceneObjectPartProperties.TaskInventory | SceneObjectPartProperties.InventorySerial);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -763,7 +766,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (!ContainsScripts())
|
||||
m_part.RemFlag(PrimFlags.Scripted);
|
||||
|
||||
m_part.ScheduleFullUpdate();
|
||||
m_part.ScheduleFullUpdate(SceneObjectPartProperties.TaskInventory);
|
||||
|
||||
return type;
|
||||
|
||||
|
@ -1172,4 +1175,25 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
#endregion REGION SYNC
|
||||
}
|
||||
|
||||
#region SYMMETRIC SYNC
|
||||
public class SceneObjectPartInventory : SceneObjectPartInventoryBase
|
||||
{
|
||||
private SceneObjectPart m_part;
|
||||
public SceneObjectPartInventory(SceneObjectPart part):base((SceneObjectPartBase) part)
|
||||
{
|
||||
m_part = part;
|
||||
}
|
||||
|
||||
new protected internal uint Serial
|
||||
{
|
||||
get { return base.Serial; }
|
||||
set
|
||||
{
|
||||
base.Serial = value;
|
||||
//m_part.UpdateBucketSyncInfo("InventorySerial");
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
|
|
@ -57,11 +57,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Add the part to the queue of parts for which we need to send an update to the client
|
||||
/// </summary>
|
||||
/// <param name="part"></param>
|
||||
public void QueuePartForUpdate(SceneObjectPart part)
|
||||
//public void QueuePartForUpdate(SceneObjectPart part)
|
||||
public void QueuePartForUpdate(SceneObjectPartBase part)
|
||||
{
|
||||
lock (m_partsUpdateQueue)
|
||||
{
|
||||
m_partsUpdateQueue.Enqueue(part);
|
||||
m_partsUpdateQueue.Enqueue((SceneObjectPart)part);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -330,8 +330,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
|
||||
m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
|
||||
m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags);
|
||||
//m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
|
||||
//m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
|
||||
m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo);
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
|
@ -422,8 +423,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
//That is, calling SetXXX(value) instead of using "XXX = value".
|
||||
private static void ProcessAllowedDrop(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.AllowedDrop = Util.ReadBoolean(reader);
|
||||
obj.SetAllowedDrop(Util.ReadBoolean(reader));
|
||||
obj.AllowedDrop = Util.ReadBoolean(reader);
|
||||
//obj.SetAllowedDrop(Util.ReadBoolean(reader));
|
||||
}
|
||||
|
||||
private static void ProcessCreatorID(SceneObjectPart obj, XmlTextReader reader)
|
||||
|
@ -488,32 +489,32 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
private static void ProcessGroupPosition(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.GroupPosition = Util.ReadVector(reader, "GroupPosition");
|
||||
obj.SetGroupPosition(Util.ReadVector(reader, "GroupPosition"));
|
||||
obj.GroupPosition = Util.ReadVector(reader, "GroupPosition");
|
||||
//obj.SetGroupPosition(Util.ReadVector(reader, "GroupPosition"));
|
||||
}
|
||||
|
||||
private static void ProcessOffsetPosition(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.OffsetPosition = Util.ReadVector(reader, "OffsetPosition"); ;
|
||||
obj.SetOffsetPosition(Util.ReadVector(reader, "OffsetPosition"));
|
||||
obj.OffsetPosition = Util.ReadVector(reader, "OffsetPosition"); ;
|
||||
//obj.SetOffsetPosition(Util.ReadVector(reader, "OffsetPosition"));
|
||||
}
|
||||
|
||||
private static void ProcessRotationOffset(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.RotationOffset = Util.ReadQuaternion(reader, "RotationOffset");
|
||||
obj.SetRotationOffset(Util.ReadQuaternion(reader, "RotationOffset"));
|
||||
obj.RotationOffset = Util.ReadQuaternion(reader, "RotationOffset");
|
||||
//obj.SetRotationOffset(Util.ReadQuaternion(reader, "RotationOffset"));
|
||||
}
|
||||
|
||||
private static void ProcessVelocity(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.Velocity = Util.ReadVector(reader, "Velocity");
|
||||
obj.SetVelocity(Util.ReadVector(reader, "Velocity"));
|
||||
obj.Velocity = Util.ReadVector(reader, "Velocity");
|
||||
//obj.SetVelocity(Util.ReadVector(reader, "Velocity"));
|
||||
}
|
||||
|
||||
private static void ProcessAngularVelocity(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.AngularVelocity = Util.ReadVector(reader, "AngularVelocity");
|
||||
obj.SetVelocity(Util.ReadVector(reader, "AngularVelocity"));
|
||||
obj.AngularVelocity = Util.ReadVector(reader, "AngularVelocity");
|
||||
//obj.SetVelocity(Util.ReadVector(reader, "AngularVelocity"));
|
||||
}
|
||||
|
||||
private static void ProcessAcceleration(SceneObjectPart obj, XmlTextReader reader)
|
||||
|
@ -572,8 +573,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
|
||||
private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
//obj.Scale = Util.ReadVector(reader, "Scale");
|
||||
obj.SetScale(Util.ReadVector(reader, "Scale"));
|
||||
obj.Scale = Util.ReadVector(reader, "Scale");
|
||||
//obj.SetScale(Util.ReadVector(reader, "Scale"));
|
||||
}
|
||||
|
||||
private static void ProcessUpdateFlag(SceneObjectPart obj, XmlTextReader reader)
|
||||
|
@ -703,6 +704,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
}
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
/*
|
||||
private static void ProcessUpdateTimeStamp(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.LastUpdateTimeStamp = reader.ReadElementContentAsLong("LastUpdateTimeStamp", string.Empty);
|
||||
|
@ -712,6 +714,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
{
|
||||
obj.LastUpdateActorID = reader.ReadElementContentAsString("LastUpdateActorID", string.Empty);
|
||||
}
|
||||
* */
|
||||
|
||||
private static void ProcessLocalFlags(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
obj.LocalFlags = Util.ReadEnum<PrimFlags>(reader, "LocalFlags");
|
||||
}
|
||||
|
||||
public static void ProcessBucketSyncInfo(SceneObjectPart obj, XmlTextReader reader)
|
||||
{
|
||||
|
@ -1234,8 +1242,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
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
|
||||
//WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
|
||||
WriteFlags(writer, "Flags", sop.GetEffectiveObjectFlags().ToString(), options);
|
||||
WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
|
||||
WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options);
|
||||
//writer.WriteElementString("Flags", sop.Flags.ToString());
|
||||
//writer.WriteElementString("LocalFlags", sop.Flags.ToString());
|
||||
//end SYMMETRIC SYNC
|
||||
WriteUUID(writer, "CollisionSound", sop.CollisionSound, options);
|
||||
writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
|
||||
|
@ -1245,8 +1255,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
|
||||
writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
|
||||
//writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
|
||||
//writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
|
||||
WriteBucketSyncInfo(writer, sop.BucketSyncInfoList);
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
|
|
|
@ -62,7 +62,7 @@ namespace OpenSim.Region.Framework.Scenes.Types
|
|||
}
|
||||
}
|
||||
|
||||
public void Enqueue(SceneObjectPart part)
|
||||
public void Enqueue(SceneObjectPart part)
|
||||
{
|
||||
lock (m_syncObject)
|
||||
{
|
||||
|
|
|
@ -91,7 +91,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.RotationOffset = Rotation;
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale);
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
//part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate(SceneObjectPartProperties.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -99,7 +100,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.OffsetPosition = Position;
|
||||
part.UpdateRotation(Rotation);
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale); part.ScheduleTerseUpdate();
|
||||
part.Resize(Scale); //part.ScheduleTerseUpdate();
|
||||
part.ScheduleTerseUpdate(SceneObjectPartProperties.Scale);
|
||||
}
|
||||
part.Undoing = false;
|
||||
|
||||
|
@ -119,7 +121,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.UpdateRotation(Rotation);
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale);
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
//part.ParentGroup.ScheduleGroupForTerseUpdate();
|
||||
part.ParentGroup.ScheduleGroupForTerseUpdate(SceneObjectPartProperties.Scale);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -129,7 +132,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
part.UpdateRotation(Rotation);
|
||||
if (Scale != Vector3.Zero)
|
||||
part.Resize(Scale);
|
||||
part.ScheduleTerseUpdate();
|
||||
//part.ScheduleTerseUpdate();
|
||||
part.ScheduleTerseUpdate(SceneObjectPartProperties.Scale);
|
||||
|
||||
}
|
||||
part.Undoing = false;
|
||||
|
||||
|
|
|
@ -290,7 +290,8 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
|
|||
((SceneObjectGroup)ent).ApplyPhysics(true);
|
||||
((SceneObjectGroup)ent).AttachToBackup();
|
||||
((SceneObjectGroup)ent).HasGroupChanged = true; // If not true, then attaching to backup does nothing because no change is detected.
|
||||
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
|
||||
//((SceneObjectGroup)ent).ScheduleGroupForFullUpdate();
|
||||
((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(SceneObjectPartProperties.FullUpdate); //don't know what properties to taint, so just taint all
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
|
|
|
@ -640,7 +640,8 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
|
|||
{
|
||||
s_tree.Scale += copse.m_rate;
|
||||
s_tree.ParentGroup.HasGroupChanged = true;
|
||||
s_tree.ScheduleFullUpdate();
|
||||
//s_tree.ScheduleFullUpdate();
|
||||
s_tree.ScheduleFullUpdate(SceneObjectPartProperties.Scale);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1411,7 +1411,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.AddScriptLPS(1);
|
||||
m_host.ClickAction = (byte)action;
|
||||
if (m_host.ParentGroup != null) m_host.ParentGroup.HasGroupChanged = true;
|
||||
m_host.ScheduleFullUpdate();
|
||||
//m_host.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.ClickAction);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1679,7 +1680,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
|
||||
part.ParentGroup.HasGroupChanged = true;
|
||||
part.ScheduleFullUpdate();
|
||||
//part.ScheduleFullUpdate();
|
||||
part.ScheduleFullUpdate(SceneObjectPartProperties.Shape);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1714,7 +1716,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
|
||||
part.ParentGroup.HasGroupChanged = true;
|
||||
part.ScheduleFullUpdate();
|
||||
//part.ScheduleFullUpdate();
|
||||
part.ScheduleFullUpdate(SceneObjectPartProperties.Shape);
|
||||
}
|
||||
|
||||
public LSL_Vector llGetColor(int face)
|
||||
|
@ -1982,40 +1985,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
targetPos.z = ground;
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos);
|
||||
//KittyL: edited below
|
||||
if ((World.ScriptEngineToSceneConnectorModule == null))
|
||||
{
|
||||
parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
|
||||
}
|
||||
else
|
||||
{
|
||||
object[] valParams = new object[1];
|
||||
Vector3 pos = new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z);
|
||||
valParams[0] = (Vector3)pos;
|
||||
World.ScriptEngineToSceneConnectorModule.SendSetPrimProperties(m_host.ParentGroup.LocX, m_host.ParentGroup.LocY, m_host.UUID, "pos", (object)valParams);
|
||||
}
|
||||
parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z));
|
||||
}
|
||||
else
|
||||
{
|
||||
LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos);
|
||||
|
||||
//KittyL: edited below
|
||||
if ((World.ScriptEngineToSceneConnectorModule == null))
|
||||
{
|
||||
part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
parent.HasGroupChanged = true;
|
||||
parent.ScheduleGroupForTerseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
object[] valParams = new object[3];
|
||||
valParams[0] = (object)rel_vec.x;
|
||||
valParams[1] = (object)rel_vec.y;
|
||||
valParams[2] = (object)rel_vec.z;
|
||||
World.ScriptEngineToSceneConnectorModule.SendSetPrimProperties(m_host.ParentGroup.LocX, m_host.ParentGroup.LocY, m_host.UUID, "pos", (object)valParams);
|
||||
}
|
||||
|
||||
part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
|
||||
SceneObjectGroup parent = part.ParentGroup;
|
||||
parent.HasGroupChanged = true;
|
||||
//parent.ScheduleGroupForTerseUpdate();
|
||||
parent.ScheduleGroupForTerseUpdate(SceneObjectPartProperties.OffsetPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2361,7 +2340,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.SoundFlags = 1; // looping
|
||||
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
|
||||
|
||||
m_host.ScheduleFullUpdate();
|
||||
//m_host.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.Sound);
|
||||
m_host.SendFullUpdateToAllClients();
|
||||
}
|
||||
|
||||
|
@ -2381,7 +2361,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
prim.SoundFlags = 1; // looping
|
||||
prim.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
|
||||
|
||||
prim.ScheduleFullUpdate();
|
||||
//prim.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.Sound);
|
||||
prim.SendFullUpdateToAllClients();
|
||||
}
|
||||
}
|
||||
|
@ -2393,7 +2374,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.SoundFlags = 1; // looping
|
||||
m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
|
||||
|
||||
m_host.ScheduleFullUpdate();
|
||||
//m_host.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.Sound);
|
||||
m_host.SendFullUpdateToAllClients();
|
||||
}
|
||||
|
||||
|
@ -2435,7 +2417,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
part.SoundGain = 0;
|
||||
part.SoundFlags = 0;
|
||||
part.SoundRadius = 0;
|
||||
part.ScheduleFullUpdate();
|
||||
//part.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.Sound);
|
||||
part.SendFullUpdateToAllClients();
|
||||
}
|
||||
m_host.ParentGroup.LoopSoundMasterPrim = null;
|
||||
|
@ -2447,7 +2430,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.SoundGain = 0;
|
||||
m_host.SoundFlags = 0;
|
||||
m_host.SoundRadius = 0;
|
||||
m_host.ScheduleFullUpdate();
|
||||
//m_host.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.Sound);
|
||||
m_host.SendFullUpdateToAllClients();
|
||||
}
|
||||
}
|
||||
|
@ -2457,7 +2441,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.SoundGain = 0;
|
||||
m_host.SoundFlags = 0;
|
||||
m_host.SoundRadius = 0;
|
||||
m_host.ScheduleFullUpdate();
|
||||
//m_host.ScheduleFullUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.Sound);
|
||||
m_host.SendFullUpdateToAllClients();
|
||||
}
|
||||
}
|
||||
|
@ -3384,7 +3369,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
m_host.AngularVelocity = new Vector3((float)(axis.x * spinrate), (float)(axis.y * spinrate), (float)(axis.z * spinrate));
|
||||
m_host.ScheduleTerseUpdate();
|
||||
//m_host.ScheduleTerseUpdate();
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.AngularVelocity);
|
||||
m_host.SendTerseUpdateToAllClients();
|
||||
m_host.ParentGroup.HasGroupChanged = true;
|
||||
}
|
||||
|
@ -3664,7 +3650,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
|
||||
parentPrim.RootPart.CreateSelected = true;
|
||||
parentPrim.HasGroupChanged = true;
|
||||
parentPrim.ScheduleGroupForFullUpdate();
|
||||
//parentPrim.ScheduleGroupForFullUpdate();
|
||||
//SYMMETRIC 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)
|
||||
{
|
||||
//Tell other actors to link the SceneObjectParts together as a new group.
|
||||
//parentGroup.SyncInfoUpdate();
|
||||
World.RegionSyncModule.SendLinkObject(parentPrim, parentPrim.RootPart, new List<SceneObjectPart>(childPrim.Parts));
|
||||
}
|
||||
m_host.ScheduleFullUpdate(SceneObjectPartProperties.None); //SendLinkObject above will synchronize the link operation, no need to taint updates here
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
if (client != null)
|
||||
parentPrim.GetProperties(client);
|
||||
|
@ -3722,15 +3719,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
if (linknum == ScriptBaseClass.LINK_ROOT)
|
||||
{
|
||||
//SYMMETRIC SYNC
|
||||
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
|
||||
beforeDelinkGroups.Add(parentPrim);
|
||||
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
// Restructuring Multiple Prims.
|
||||
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
|
||||
parts.Remove(parentPrim.RootPart);
|
||||
foreach (SceneObjectPart part in parts)
|
||||
{
|
||||
parentPrim.DelinkFromGroup(part.LocalId, true);
|
||||
//SYMMETRIC SYNC
|
||||
afterDelinkGroups.Add(part.ParentGroup);
|
||||
}
|
||||
parentPrim.HasGroupChanged = true;
|
||||
parentPrim.ScheduleGroupForFullUpdate();
|
||||
//parentPrim.ScheduleGroupForFullUpdate();
|
||||
//SYMMETRIC 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(SceneObjectPartProperties.None);
|
||||
//end of SYMMETRIC SYNC
|
||||
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
|
||||
|
||||
if (parts.Count > 0)
|
||||
|
@ -3743,7 +3756,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
|
||||
}
|
||||
newRoot.ParentGroup.HasGroupChanged = true;
|
||||
newRoot.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
//newRoot.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
//SYMMETRIC SYNC
|
||||
if (World.RegionSyncModule != null)
|
||||
{
|
||||
World.RegionSyncModule.SendLinkObject(newRoot.ParentGroup, newRoot, new List<SceneObjectPart>(newRoot.ParentGroup.Parts));
|
||||
}
|
||||
newRoot.ParentGroup.ScheduleGroupForFullUpdate(SceneObjectPartProperties.None);
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -3753,7 +3774,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
parentPrim.DelinkFromGroup(childPrim.LocalId, true);
|
||||
parentPrim.HasGroupChanged = true;
|
||||
parentPrim.ScheduleGroupForFullUpdate();
|
||||
//parentPrim.ScheduleGroupForFullUpdate();
|
||||
//SYMMETRIC SYNC
|
||||
//Send out DelinkObject message to other actors to sychronize their object list
|
||||
if (World.RegionSyncModule != null)
|
||||
{
|
||||
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
|
||||
beforeDelinkGroups.Add(parentPrim);
|
||||
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
|
||||
afterDelinkGroups.Add(childPrim.ParentGroup);
|
||||
World.RegionSyncModule.SendDeLinkObject(new List<SceneObjectPart>(parentPrim.Parts), beforeDelinkGroups, afterDelinkGroups);
|
||||
}
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
|
||||
}
|
||||
}
|
||||
|
@ -3765,6 +3798,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (parentPrim.RootPart.AttachmentPoint != 0)
|
||||
return; // Fail silently if attached
|
||||
|
||||
//SYMMETRIC SYNC
|
||||
List<SceneObjectGroup> beforeDelinkGroups = new List<SceneObjectGroup>();
|
||||
beforeDelinkGroups.Add(parentPrim);
|
||||
List<SceneObjectGroup> afterDelinkGroups = new List<SceneObjectGroup>();
|
||||
SceneObjectPart rootPart = parentPrim.RootPart;
|
||||
//end of SYMMETRIC SYNC
|
||||
|
||||
List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
|
||||
parts.Remove(parentPrim.RootPart);
|
||||
|
||||
|
@ -3772,9 +3812,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
{
|
||||
parentPrim.DelinkFromGroup(part.LocalId, true);
|
||||
parentPrim.TriggerScriptChangedEvent(Changed.LINK);
|
||||
//SYMMETRIC SYNC
|
||||
afterDelinkGroups.Add(part.ParentGroup);
|
||||
}
|
||||
parentPrim.HasGroupChanged = true;
|
||||
parentPrim.ScheduleGroupForFullUpdate();
|
||||
//parentPrim.ScheduleGroupForFullUpdate();
|
||||
//SYMMETRIC SYNCF
|
||||
if (World.RegionSyncModule != null)
|
||||
{
|
||||
parts.Add(rootPart);
|
||||
afterDelinkGroups.Add(rootPart.ParentGroup);
|
||||
World.RegionSyncModule.SendDeLinkObject(parts, beforeDelinkGroups, afterDelinkGroups);
|
||||
}
|
||||
parentPrim.ScheduleGroupForFullUpdate(SceneObjectPartProperties.None);
|
||||
//end of SYMMETRIC SYNC
|
||||
}
|
||||
|
||||
public LSL_String llGetLinkKey(int linknum)
|
||||
|
@ -4012,7 +4063,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
Util.Clip((float)color.z, 0.0f, 1.0f));
|
||||
m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f));
|
||||
m_host.ParentGroup.HasGroupChanged = true;
|
||||
m_host.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
//m_host.ParentGroup.ScheduleGroupForFullUpdate();
|
||||
m_host.ParentGroup.ScheduleGroupForFullUpdate(SceneObjectPartProperties.Text);
|
||||
}
|
||||
|
||||
public LSL_Float llWater(LSL_Vector offset)
|
||||
|
|
|
@ -2349,7 +2349,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
|
||||
obj.ParentGroup.HasGroupChanged = true;
|
||||
obj.ScheduleFullUpdate();
|
||||
//obj.ScheduleFullUpdate();
|
||||
obj.ScheduleFullUpdate(SceneObjectPartProperties.Shape);
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue