Added back the LocalFlags as one of the SOP properties to be synced, so that script events such as touch is propogated properly.
Also removed some debug messages.dsg
parent
59fbb9cbef
commit
3fe31ad457
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@ -271,7 +271,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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m_presenceUpdates[presence.UUID] = presence;
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}
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m_log.DebugFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString());
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//m_log.DebugFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString());
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}
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public void SendUpdates()
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@ -752,7 +752,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data));
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m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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//m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString());
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SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg);
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}
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}
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@ -1268,8 +1268,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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HashSet<SyncConnector> newlist = new HashSet<SyncConnector>(currentlist);
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newlist.Remove(syncConnector);
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if (newlist.Count == 0)
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{
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m_synced = false;
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}
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m_syncConnectors = newlist;
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}
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}
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public void StopAllSyncConnectors()
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@ -1517,7 +1523,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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UUID partUUID = data["UUID"].AsUUID();
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string bucketName = data["Bucket"].AsString();
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m_log.DebugFormat("{0}: HandleUpdatedBucketProperties {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName);
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//m_log.DebugFormat("{0}: HandleUpdatedBucketProperties {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName);
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/* Commented out since OSDMap is now passed all the way through to the unpacker.
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* Previous implementation is to create a SOP and copy the values into same and copy them out later.
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@ -166,7 +166,7 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_physActor; }
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set
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{
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m_log.DebugFormat("[SCENE OBJECT PART]: PhysActor set to {0} for {1} {2}", value, Name, UUID);
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//m_log.DebugFormat("[SCENE OBJECT PART]: PhysActor set to {0} for {1} {2}", value, Name, UUID);
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m_physActor = value;
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}
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}
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@ -5450,6 +5450,7 @@ namespace OpenSim.Region.Framework.Scenes
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localPart.EveryoneMask = updatedPart.EveryoneMask;
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localPart.NextOwnerMask = updatedPart.NextOwnerMask;
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localPart.Flags = updatedPart.Flags;
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localPart.LocalFlags = updatedPart.LocalFlags;
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//We will update CollisionSound with special care so that it does not lead to ScheduleFullUpdate of this part, to make the actor think it just made an update and
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//need to propogate that update to other actors.
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@ -5830,8 +5831,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (updatedProperties != null && updatedProperties.Count > 0)
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{
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m_log.DebugFormat("{0}: Tainting bucket for properties {1}",
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"[SCENE OBJECT PART]", updatedProperties.ToString());
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//m_log.DebugFormat("{0}: Tainting bucket for properties {1}",
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// "[SCENE OBJECT PART]", updatedProperties.ToString());
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foreach (SceneObjectPartProperties property in updatedProperties)
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{
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TaintBucketSyncInfo(property);
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@ -330,7 +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("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("IsAttachment", ProcessIsAttachment);
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@ -718,13 +718,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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obj.LastUpdateActorID = reader.ReadElementContentAsString("LastUpdateActorID", string.Empty);
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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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* */
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private static void ProcessIsAttachment(SceneObjectPart obj, XmlTextReader reader)
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{
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@ -1273,7 +1274,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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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, "LocalFlags", sop.LocalFlags.ToString(), options);
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WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options);
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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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