Added code to serialization/deserialize LocalFlags. Need further testing to see if it's necessary.
parent
e8e9a0fb43
commit
2dc857b31d
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@ -5734,6 +5734,7 @@ namespace OpenSim.Region.Framework.Scenes
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"EveryoneMask",
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"NextOwnerMask",
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"Flags",
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"LocalFlags",
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"CollisionSound",
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"CollisionSoundVolume",
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"MediaUrl",
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@ -330,6 +330,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
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//SYMMETRIC SYNC
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m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags);
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//m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
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//m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
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m_SOPXmlProcessors.Add("BucketSyncInfoList", ProcessBucketSyncInfo);
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@ -715,6 +716,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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* */
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private static void ProcessLocalFlags(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.LocalFlags = Util.ReadEnum<PrimFlags>(reader, "LocalFlags");
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}
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public static void ProcessBucketSyncInfo(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.BucketSyncInfoList = new Dictionary<string, BucketSyncInfo>();
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@ -1236,8 +1242,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteElementString("EveryoneMask", sop.EveryoneMask.ToString());
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writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString());
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//SYMMETRIC SYNC: also serialize SceneObjectPart:LocalFlags, so that it can be propogated across actors
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//WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
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WriteFlags(writer, "Flags", sop.GetEffectiveObjectFlags().ToString(), options);
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WriteFlags(writer, "Flags", sop.Flags.ToString(), options);
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WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options);
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//writer.WriteElementString("Flags", sop.Flags.ToString());
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//writer.WriteElementString("LocalFlags", sop.Flags.ToString());
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//end SYMMETRIC SYNC
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WriteUUID(writer, "CollisionSound", sop.CollisionSound, options);
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writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
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