diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 35ac908b57..3ef1e29782 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -129,27 +129,47 @@ namespace OpenSim.Region.Framework.Scenes /// public void SelectPrim(uint primLocalID, IClientAPI remoteClient) { + /* + SceneObjectPart part = GetSceneObjectPart(primLocalID); + + if (null == part) + return; + + if (part.IsRoot) + { + SceneObjectGroup sog = part.ParentGroup; + sog.SendPropertiesToClient(remoteClient); + + // A prim is only tainted if it's allowed to be edited by the person clicking it. + if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) + || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) + { + sog.IsSelected = true; + EventManager.TriggerParcelPrimCountTainted(); + } + } + else + { + part.SendPropertiesToClient(remoteClient); + } + */ SceneObjectPart part = GetSceneObjectPart(primLocalID); if (null == part) return; - if (part.IsRoot) - { - SceneObjectGroup sog = part.ParentGroup; - sog.SendPropertiesToClient(remoteClient); + SceneObjectGroup sog = part.ParentGroup; + if (sog == null) + return; - // A prim is only tainted if it's allowed to be edited by the person clicking it. - if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) - || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) - { - sog.IsSelected = true; - EventManager.TriggerParcelPrimCountTainted(); - } - } - else + part.SendPropertiesToClient(remoteClient); + + // A prim is only tainted if it's allowed to be edited by the person clicking it. + if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) + || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) { - part.SendPropertiesToClient(remoteClient); + part.IsSelected = true; + EventManager.TriggerParcelPrimCountTainted(); } } @@ -202,7 +222,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart part = GetSceneObjectPart(primLocalID); if (part == null) return; - + /* // A deselect packet contains all the local prims being deselected. However, since selection is still // group based we only want the root prim to trigger a full update - otherwise on objects with many prims // we end up sending many duplicate ObjectUpdates @@ -237,6 +257,22 @@ namespace OpenSim.Region.Framework.Scenes part.UUID, remoteClient.AgentId)) EventManager.TriggerParcelPrimCountTainted(); } + */ + + bool oldgprSelect = part.ParentGroup.IsSelected; + + // This is wrong, wrong, wrong. Selection should not be + // handled by group, but by prim. Legacy cruft. + // TODO: Make selection flagging per prim! + // + if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId) + || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId)) + { + part.IsSelected = false; + if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected) + EventManager.TriggerParcelPrimCountTainted(); + } + } public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 47020afd2a..0100ab3b5a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -726,6 +726,11 @@ namespace OpenSim.Region.Framework.Scenes m_isSelected = value; // Tell physics engine that group is selected + // this is not right + // but ode engines should only really need to know about root part + // so they can put entire object simulation on hold and not colliding + // keep as was for now + PhysicsActor pa = m_rootPart.PhysActor; if (pa != null) { @@ -747,6 +752,40 @@ namespace OpenSim.Region.Framework.Scenes } } + public void PartSelectChanged(bool partSelect) + { + // any part selected makes group selected + if (m_isSelected == partSelect) + return; + + if (partSelect) + { + IsSelected = partSelect; +// if (!IsAttachment) +// ScheduleGroupForFullUpdate(); + } + else + { + // bad bad bad 2 heavy for large linksets + // since viewer does send lot of (un)selects + // this needs to be replaced by a specific list or count ? + // but that will require extra code in several places + + SceneObjectPart[] parts = m_parts.GetArray(); + for (int i = 0; i < parts.Length; i++) + { + SceneObjectPart part = parts[i]; + if (part.IsSelected) + return; + } + IsSelected = partSelect; + if (!IsAttachment) + { + ScheduleGroupForFullUpdate(); + } + } + } + private SceneObjectPart m_PlaySoundMasterPrim = null; public SceneObjectPart PlaySoundMasterPrim { @@ -3139,14 +3178,6 @@ namespace OpenSim.Region.Framework.Scenes } } -/* - RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); - for (int i = 0; i < parts.Length; i++) - { - if (parts[i] != RootPart) - parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); - } -*/ if (parts.Length > 1) { m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true); @@ -3163,7 +3194,6 @@ namespace OpenSim.Region.Framework.Scenes } else m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false); - } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index c73fc986bd..c9659cba88 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -304,6 +304,9 @@ namespace OpenSim.Region.Framework.Scenes protected float m_friction = 0.6f; // wood protected float m_bounce = 0.5f; // wood + + protected bool m_isSelected = false; + /// /// Stores media texture data /// @@ -577,6 +580,16 @@ namespace OpenSim.Region.Framework.Scenes } } + public bool IsSelected + { + get { return m_isSelected; } + set + { + m_isSelected = value; + if (ParentGroup != null) + ParentGroup.PartSelectChanged(value); + } + } public Dictionary CollisionFilter @@ -1907,6 +1920,7 @@ namespace OpenSim.Region.Framework.Scenes dupe.m_rezzed = m_rezzed; dupe.m_UndoRedo = null; + dupe.m_isSelected = false; dupe.IgnoreUndoUpdate = false; dupe.Undoing = false;