Implemente PrimSyncInfo.CompareAndUpdateHashedValueByLocal, updated UpdatePropertiesByLocal
and a few update related functions in PrimSyncInfo.dsg
parent
2f17a9d224
commit
2dccc3205d
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@ -5226,7 +5226,7 @@ namespace OpenSim.Region.Framework.Scenes
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Flying,
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Flying,
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Buoyancy,
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Buoyancy,
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Kinematic,
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Kinematic,
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IsCollidingGround,
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CollidingGround,
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IsColliding,
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IsColliding,
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//TODO!!!! To be handled in serialization/deserizaltion for synchronization
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//TODO!!!! To be handled in serialization/deserizaltion for synchronization
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AggregateScriptEvents,
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AggregateScriptEvents,
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@ -1369,7 +1369,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteElementString(name, flagsStr.Replace(",", ""));
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writer.WriteElementString(name, flagsStr.Replace(",", ""));
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}
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}
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static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
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//DSG SYNC: make it a public function, so that we can call serialization of TaskInventory from other places
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//static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
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public static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
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{
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{
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if (tinv.Count > 0) // otherwise skip this
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if (tinv.Count > 0) // otherwise skip this
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{
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{
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@ -1423,7 +1425,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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}
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}
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}
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static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
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//DSG SYNC: make it a public function, so that we can call serialization of Shape from other places
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//static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
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public static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
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{
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{
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if (shp != null)
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if (shp != null)
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{
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{
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