Implemented several SetXXXProperty functions. Set operation ("=") for these properties now first calls SetXXXProperty and then triggers UpdateBucketSyncInfo().
commit
3cff68340f
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@ -110,7 +110,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0} [Start] Could not connect to RegionSyncServer at {1}:{2}", LogHeader, m_remoteListenerInfo.Addr, m_remoteListenerInfo.Port);
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m_log.WarnFormat("{0} [Start] Could not connect to RegionSyncModule at {1}:{2}", LogHeader, m_remoteListenerInfo.Addr, m_remoteListenerInfo.Port);
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m_log.Warn(e.Message);
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return false;
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}
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@ -185,8 +185,9 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_allowedDrop; }
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set
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{
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m_allowedDrop = value;
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//UpdateBucketSyncInfo("AllowedDrop");
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//m_allowedDrop = value;
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SetAllowedDrop(value);
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UpdateBucketSyncInfo("AllowedDrop");
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}
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}
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public void SetAllowedDrop(bool value)
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@ -797,9 +798,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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set
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{
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//SetGroupPosition(value);
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//UpdateBucketSyncInfo("GroupPosition");
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SetGroupPosition(value);
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UpdateBucketSyncInfo("GroupPosition");
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/*
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//Legacy Opensim code
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m_groupPosition = value;
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@ -841,7 +843,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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*/
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}
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}
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//SYMMETRIC SYNC
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@ -895,6 +897,9 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_offsetPosition; }
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set
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{
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SetOffsetPosition(value);
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UpdateBucketSyncInfo("OffsetPosition");
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/*
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StoreUndoState();
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m_offsetPosition = value;
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@ -910,6 +915,26 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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* */
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}
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}
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//SYMMETRIC SYNC
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public void SetOffsetPosition(Vector3 value)
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{
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StoreUndoState();
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m_offsetPosition = value;
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if (ParentGroup != null && !ParentGroup.IsDeleted)
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{
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PhysicsActor actor = PhysActor;
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if (_parentID != 0 && actor != null)
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{
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actor.Position = GetWorldPosition();
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actor.Orientation = GetWorldRotation();
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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@ -951,6 +976,9 @@ namespace OpenSim.Region.Framework.Scenes
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set
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{
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SetRotationOffset(value);
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UpdateBucketSyncInfo("RotationOffset");
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/*
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StoreUndoState();
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m_rotationOffset = value;
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@ -980,9 +1008,43 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
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}
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}
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* */
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}
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}
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//SYMMETRIC SYNC
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public void SetRotationOffset(Quaternion value)
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{
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StoreUndoState();
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m_rotationOffset = value;
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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try
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{
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// Root prim gets value directly
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if (_parentID == 0)
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{
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actor.Orientation = value;
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//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
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}
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else
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{
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// Child prim we have to calculate it's world rotationwel
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Quaternion resultingrotation = GetWorldRotation();
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actor.Orientation = resultingrotation;
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//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
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}
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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//}
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}
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catch (Exception ex)
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{
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m_log.Error("[SCENEOBJECTPART]: ROTATIONOFFSET" + ex.Message);
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}
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}
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}
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/// <summary></summary>
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public Vector3 Velocity
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@ -1003,6 +1065,9 @@ namespace OpenSim.Region.Framework.Scenes
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set
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{
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SetVelocity(value);
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UpdateBucketSyncInfo("Velocity");
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/*
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m_velocity = value;
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PhysicsActor actor = PhysActor;
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@ -1014,6 +1079,22 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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* */
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}
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}
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//SYMMETRIC SYNC
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public void SetVelocity(Vector3 value)
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{
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m_velocity = value;
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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if (actor.IsPhysical)
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{
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actor.Velocity = value;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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@ -1029,7 +1110,17 @@ namespace OpenSim.Region.Framework.Scenes
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}
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return m_angularVelocity;
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}
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set { m_angularVelocity = value; }
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set
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{
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SetAngularVelocity(value);
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UpdateBucketSyncInfo("AngularVelocity");
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//m_angularVelocity = value;
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}
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}
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//SYMMETRIC SYNC
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public void SetAngularVelocity(Vector3 value)
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{
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m_angularVelocity = value;
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}
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/// <summary></summary>
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@ -1125,6 +1216,34 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get { return m_shape.Scale; }
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set
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{
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SetScale(value);
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UpdateBucketSyncInfo("Scale");
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/*
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StoreUndoState();
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if (m_shape != null)
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{
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m_shape.Scale = value;
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PhysicsActor actor = PhysActor;
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if (actor != null && m_parentGroup != null)
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{
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if (m_parentGroup.Scene != null)
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{
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if (m_parentGroup.Scene.PhysicsScene != null)
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{
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actor.Size = m_shape.Scale;
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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}
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}
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TriggerScriptChangedEvent(Changed.SCALE);
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* */
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}
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}
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//SYMMETRIC SYNC
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public void SetScale(Vector3 value)
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{
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StoreUndoState();
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if (m_shape != null)
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@ -1146,7 +1265,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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TriggerScriptChangedEvent(Changed.SCALE);
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}
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}
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public byte UpdateFlag
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{
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@ -5418,7 +5537,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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//Should be called when the SceneObjectGroup this part is in is added to scene, see SceneObjectGroup.AttachToScene
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//Initialize and set the values of timestamp and actorID for each synchronization bucket.
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//Should be called when the SceneObjectGroup this part is in is added to scene, see SceneObjectGroup.AttachToScene.
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public void InitializeBucketSyncInfo()
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{
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if (m_primPropertyBucketMap == null)
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@ -5451,6 +5571,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Update the timestamp and actorID information of the bucket the given property belongs to.
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/// </summary>
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/// <param name="propertyName">Name of the property. Make sure the spelling is consistent with what are defined in PropertyList</param>
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private void UpdateBucketSyncInfo(string propertyName)
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{
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if (m_bucketSyncInfoList != null && m_bucketSyncInfoList.Count>0)
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@ -418,11 +418,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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}
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#region SOPXmlProcessors
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//SYMMETRIC SYNC NOTE: TODO -- assignments in de-serialization should directly set the values w/o triggering SceneObjectPart.UpdateBucketSyncInfo;
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//That is, calling SetXXX(value) instead of "XXX = value". It's an code optimization to be done later.
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//SYMMETRIC SYNC NOTE: -- assignments in de-serialization should directly set the values w/o triggering SceneObjectPart.UpdateBucketSyncInfo;
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//That is, calling SetXXX(value) instead of using "XXX = value".
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private static void ProcessAllowedDrop(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.AllowedDrop = Util.ReadBoolean(reader);
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//obj.AllowedDrop = Util.ReadBoolean(reader);
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obj.SetAllowedDrop(Util.ReadBoolean(reader));
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}
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private static void ProcessCreatorID(SceneObjectPart obj, XmlTextReader reader)
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@ -487,27 +488,32 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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private static void ProcessGroupPosition(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.GroupPosition = Util.ReadVector(reader, "GroupPosition");
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//obj.GroupPosition = Util.ReadVector(reader, "GroupPosition");
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obj.SetGroupPosition(Util.ReadVector(reader, "GroupPosition"));
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}
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private static void ProcessOffsetPosition(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.OffsetPosition = Util.ReadVector(reader, "OffsetPosition"); ;
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//obj.OffsetPosition = Util.ReadVector(reader, "OffsetPosition"); ;
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obj.SetOffsetPosition(Util.ReadVector(reader, "OffsetPosition"));
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}
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private static void ProcessRotationOffset(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.RotationOffset = Util.ReadQuaternion(reader, "RotationOffset");
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//obj.RotationOffset = Util.ReadQuaternion(reader, "RotationOffset");
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obj.SetRotationOffset(Util.ReadQuaternion(reader, "RotationOffset"));
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}
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private static void ProcessVelocity(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.Velocity = Util.ReadVector(reader, "Velocity");
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//obj.Velocity = Util.ReadVector(reader, "Velocity");
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obj.SetVelocity(Util.ReadVector(reader, "Velocity"));
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}
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private static void ProcessAngularVelocity(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.AngularVelocity = Util.ReadVector(reader, "AngularVelocity");
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//obj.AngularVelocity = Util.ReadVector(reader, "AngularVelocity");
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obj.SetVelocity(Util.ReadVector(reader, "AngularVelocity"));
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}
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private static void ProcessAcceleration(SceneObjectPart obj, XmlTextReader reader)
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@ -566,7 +572,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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private static void ProcessScale(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.Scale = Util.ReadVector(reader, "Scale");
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//obj.Scale = Util.ReadVector(reader, "Scale");
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obj.SetScale(Util.ReadVector(reader, "Scale"));
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}
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private static void ProcessUpdateFlag(SceneObjectPart obj, XmlTextReader reader)
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