changes on undo/redo (untested/incomplete). Think we may consider moving this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )

avinationmerge
UbitUmarov 2012-03-07 07:31:26 +00:00
parent 0be4ed3df4
commit 3d3b81e676
3 changed files with 66 additions and 153 deletions

View File

@ -549,11 +549,12 @@ namespace OpenSim.Region.Framework.Scenes
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
}
}
/* don't see the need but worse don't see where is restored to false if things stay in
foreach (SceneObjectPart part in m_parts.GetArray())
{
part.IgnoreUndoUpdate = true;
}
*/
if (RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@ -3519,7 +3520,7 @@ namespace OpenSim.Region.Framework.Scenes
if (part.UUID == m_rootPart.UUID)
{
UpdateRootRotation(rot);
if (!m_rootPart.Undoing)
/* if (!m_rootPart.Undoing)
{
m_rootPart.Undoing = true;
AbsolutePosition = pos;
@ -3527,8 +3528,9 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
*/
AbsolutePosition = pos;
}
// }
}
else
{

View File

@ -263,8 +263,8 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_occupied; // KF if any av is sitting on this prim
private string m_text = String.Empty;
private string m_touchName = String.Empty;
private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
private Stack<UndoState> m_undo = new Stack<UndoState>(5);
private Stack<UndoState> m_redo = new Stack<UndoState>(5);
private bool m_passTouches;
@ -1711,6 +1711,11 @@ namespace OpenSim.Region.Framework.Scenes
dupe.Category = Category;
dupe.m_rezzed = m_rezzed;
dupe.m_undo = new Stack<UndoState>(5);
dupe.m_redo = new Stack<UndoState>(5);
dupe.IgnoreUndoUpdate = false;
dupe.Undoing = false;
dupe.m_inventory = new SceneObjectPartInventory(dupe);
dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
@ -3661,61 +3666,38 @@ namespace OpenSim.Region.Framework.Scenes
public void StoreUndoState(bool forGroup)
{
if (!Undoing)
if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
{
if (!IgnoreUndoUpdate)
if (ParentGroup != null)
{
if (ParentGroup != null)
lock (m_undo)
{
lock (m_undo)
if (m_undo.Count > 0)
{
if (m_undo.Count > 0)
{
UndoState last = m_undo.Peek();
if (last != null)
{
// TODO: May need to fix for group comparison
if (last.Compare(this))
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
// Name, LocalId, m_undo.Count);
// see if we had a change
return;
}
UndoState last = m_undo.Peek();
if (last != null)
{
if (last.Compare(this, forGroup))
{
return;
}
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
// Name, LocalId, forGroup, m_undo.Count);
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
}
m_undo.Push(nUndo);
if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
if (m_redo.Count > 0)
m_redo.Clear();
m_undo.Push(nUndo);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
// Name, LocalId, forGroup, m_undo.Count);
}
if (m_redo.Count > 0)
m_redo.Clear();
}
}
}
// else
// {
// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
// }
}
// else
// {
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
// }
}
/// <summary>
@ -3751,7 +3733,7 @@ namespace OpenSim.Region.Framework.Scenes
nUndo = new UndoState(this, goback.ForGroup);
}
goback.PlaybackState(this);
goback.PlayState(this);
if (nUndo != null)
m_redo.Push(nUndo);
@ -3785,7 +3767,7 @@ namespace OpenSim.Region.Framework.Scenes
m_undo.Push(nUndo);
}
gofwd.PlayfwdState(this);
gofwd.PlayState(this);
}
// m_log.DebugFormat(

View File

@ -66,43 +66,25 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="part"></param>
/// <param name="forGroup">True if the undo is for an entire group</param>
/// only for root parts ????
public UndoState(SceneObjectPart part, bool forGroup)
{
if (part.ParentID == 0)
{
ForGroup = forGroup;
// if (ForGroup)
Position = part.ParentGroup.AbsolutePosition;
// else
// Position = part.OffsetPosition;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo position {0} for root part", Position);
Rotation = part.RotationOffset;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
Scale = part.Shape.Scale;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
if (!forGroup)
Scale = part.Shape.Scale;
else
Scale = Vector3.Zero; // until we fix it
}
else
{
ForGroup = false; // previus code implies only root parts can undo grp
Position = part.OffsetPosition;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo position {0} for child part", Position);
Rotation = part.RotationOffset;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
Scale = part.Shape.Scale;
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
}
}
@ -111,35 +93,42 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="part"></param>
/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
public bool Compare(SceneObjectPart part)
public bool Compare(SceneObjectPart part, bool forgrp)
{
if (ForGroup != forgrp) // if diferent targets, then they are diferent
return false;
if (part != null)
{
if (part.ParentID == 0)
return
Position == part.ParentGroup.AbsolutePosition
&& Rotation == part.RotationOffset
&& Scale == part.Shape.Scale;
{
// root part
// grp position is same as part
if (Position != part.ParentGroup.AbsolutePosition)
return false;
if (Rotation != part.RotationOffset)
return false;
if (ForGroup)
return true; // for now don't do grp scale
return (Scale == part.Shape.Scale);
}
else
return
Position == part.OffsetPosition
{
return (Position == part.OffsetPosition
&& Rotation == part.RotationOffset
&& Scale == part.Shape.Scale;
&& Scale == part.Shape.Scale);
}
}
return false;
}
public void PlaybackState(SceneObjectPart part)
public void PlayState(SceneObjectPart part)
{
part.Undoing = true;
if (part.ParentID == 0)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
// Position, part.Name, part.LocalId);
if (Position != Vector3.Zero)
{
if (ForGroup)
@ -148,10 +137,6 @@ namespace OpenSim.Region.Framework.Scenes
part.ParentGroup.UpdateRootPosition(Position);
}
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
// part.RotationOffset, Rotation, part.Name, part.LocalId);
if (ForGroup)
part.UpdateRotation(Rotation);
else
@ -159,86 +144,30 @@ namespace OpenSim.Region.Framework.Scenes
if (Scale != Vector3.Zero)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
// part.Shape.Scale, Scale, part.Name, part.LocalId);
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
// if (ForGroup)
// part.ParentGroup.GroupResize(Scale);
// else
if (!ForGroup) // we don't have grp scale for now
part.Resize(Scale);
}
part.ParentGroup.ScheduleGroupForTerseUpdate();
}
else
{
if (ForGroup) // trap for group since seems parts can't do it
return;
// Note: Updating these properties on sop automatically schedules an update if needed
if (Position != Vector3.Zero)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
// part.OffsetPosition, Position, part.Name, part.LocalId);
part.OffsetPosition = Position;
}
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
// part.RotationOffset, Rotation, part.Name, part.LocalId);
part.OffsetPosition = Position;
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
// m_log.DebugFormat(
// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
// part.Shape.Scale, Scale, part.Name, part.LocalId);
part.Resize(Scale);
}
}
part.Undoing = false;
}
public void PlayfwdState(SceneObjectPart part)
{
part.Undoing = true;
if (part.ParentID == 0)
{
if (Position != Vector3.Zero)
part.ParentGroup.AbsolutePosition = Position;
if (Rotation != Quaternion.Identity)
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
{
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
part.ParentGroup.ScheduleGroupForTerseUpdate();
}
else
{
// Note: Updating these properties on sop automatically schedules an update if needed
if (Position != Vector3.Zero)
part.OffsetPosition = Position;
if (Rotation != Quaternion.Identity)
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
part.Resize(Scale);
}
part.Undoing = false;
}
}
public class LandUndoState