Fix undo for resizing linksets
This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim Resizing individual components of linksets is still dodgy. Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.bulletsim
parent
86f45f6fe7
commit
430a4aeba8
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@ -11220,8 +11220,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet)
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{
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MultipleObjectUpdatePacket multipleupdate = (MultipleObjectUpdatePacket)packet;
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if (multipleupdate.AgentData.SessionID != SessionId) return false;
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// m_log.Debug("new multi update packet " + multipleupdate.ToString());
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if (multipleupdate.AgentData.SessionID != SessionId)
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return false;
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// m_log.DebugFormat(
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// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
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Scene tScene = (Scene)m_scene;
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for (int i = 0; i < multipleupdate.ObjectData.Length; i++)
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@ -11242,15 +11247,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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// Do this once since fetch parts creates a new array.
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SceneObjectPart[] parts = part.ParentGroup.Parts;
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for (int j = 0; j < parts.Length; j++)
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{
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part.StoreUndoState();
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parts[j].IgnoreUndoUpdate = true;
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}
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// m_log.DebugFormat(
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// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
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// i, block.Type, part.Name, part.LocalId);
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// // Do this once since fetch parts creates a new array.
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// SceneObjectPart[] parts = part.ParentGroup.Parts;
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// for (int j = 0; j < parts.Length; j++)
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// {
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// part.StoreUndoState();
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// parts[j].IgnoreUndoUpdate = true;
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// }
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// UUID partId = part.UUID;
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UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
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switch (block.Type)
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@ -11394,6 +11402,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (handlerUpdatePrimGroupScale != null)
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{
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// m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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part.StoreUndoState(true);
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part.IgnoreUndoUpdate = true;
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handlerUpdatePrimGroupScale(localId, scale5, this);
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handlerUpdateVector = OnUpdatePrimGroupPosition;
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@ -11401,7 +11411,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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handlerUpdateVector(localId, pos5, this);
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}
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part.IgnoreUndoUpdate = false;
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}
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break;
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case 21:
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@ -11426,8 +11439,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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break;
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}
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for (int j = 0; j < parts.Length; j++)
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parts[j].IgnoreUndoUpdate = false;
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// for (int j = 0; j < parts.Length; j++)
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// parts[j].IgnoreUndoUpdate = false;
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}
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}
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}
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@ -2624,6 +2624,8 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
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RootPart.StoreUndoState(true);
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scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
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scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
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scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
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@ -2722,16 +2724,20 @@ namespace OpenSim.Region.Framework.Scenes
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prevScale.X *= x;
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prevScale.Y *= y;
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prevScale.Z *= z;
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// RootPart.IgnoreUndoUpdate = true;
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RootPart.Resize(prevScale);
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// RootPart.IgnoreUndoUpdate = false;
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parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart obPart = parts[i];
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// obPart.IgnoreUndoUpdate = true;
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if (obPart.UUID != m_rootPart.UUID)
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{
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obPart.IgnoreUndoUpdate = true;
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Vector3 currentpos = new Vector3(obPart.OffsetPosition);
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currentpos.X *= x;
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currentpos.Y *= y;
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@ -2741,12 +2747,11 @@ namespace OpenSim.Region.Framework.Scenes
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newSize.X *= x;
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newSize.Y *= y;
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newSize.Z *= z;
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obPart.Resize(newSize);
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obPart.IgnoreUndoUpdate = true;
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obPart.Resize(newSize);
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obPart.UpdateOffSet(currentpos);
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obPart.IgnoreUndoUpdate = false;
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obPart.IgnoreUndoUpdate = false;
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}
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// obPart.IgnoreUndoUpdate = false;
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@ -2769,9 +2774,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].StoreUndoState();
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RootPart.StoreUndoState(true);
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// SceneObjectPart[] parts = m_parts.GetArray();
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// for (int i = 0; i < parts.Length; i++)
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// parts[i].StoreUndoState();
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if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
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{
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@ -3664,6 +3664,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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public void StoreUndoState()
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{
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StoreUndoState(false);
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}
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public void StoreUndoState(bool forGroup)
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{
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if (!Undoing)
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{
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@ -3678,6 +3683,7 @@ namespace OpenSim.Region.Framework.Scenes
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UndoState last = m_undo.Peek();
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if (last != null)
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{
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// TODO: May need to fix for group comparison
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if (last.Compare(this))
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{
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// m_log.DebugFormat(
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@ -3690,12 +3696,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}",
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// Name, LocalId, m_undo.Count);
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this);
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UndoState nUndo = new UndoState(this, forGroup);
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m_undo.Push(nUndo);
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@ -3740,17 +3746,17 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_undo.Count > 0)
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{
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UndoState nUndo = null;
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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nUndo = new UndoState(this);
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}
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UndoState goback = m_undo.Pop();
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if (goback != null)
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{
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UndoState nUndo = null;
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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nUndo = new UndoState(this, goback.ForGroup);
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}
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goback.PlaybackState(this);
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if (nUndo != null)
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@ -3772,17 +3778,19 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
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// Name, LocalId, m_redo.Count);
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this);
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m_undo.Push(nUndo);
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}
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UndoState gofwd = m_redo.Pop();
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if (gofwd != null)
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{
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, gofwd.ForGroup);
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m_undo.Push(nUndo);
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}
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gofwd.PlayfwdState(this);
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
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@ -41,11 +41,17 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 Scale = Vector3.Zero;
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public Quaternion Rotation = Quaternion.Identity;
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/// <summary>
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/// Is this undo state for an entire group?
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/// </summary>
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public bool ForGroup;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="part"></param>
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public UndoState(SceneObjectPart part)
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/// <param name="forGroup">True if the undo is for an entire group</param>
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public UndoState(SceneObjectPart part, bool forGroup)
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{
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if (part != null)
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{
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@ -62,6 +68,8 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale);
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Scale = part.Shape.Scale;
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ForGroup = forGroup;
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}
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else
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{
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@ -141,7 +149,10 @@ namespace OpenSim.Region.Framework.Scenes
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// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
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// part.Shape.Scale, Scale, part.Name, part.LocalId);
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part.Resize(Scale);
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if (ForGroup)
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part.ParentGroup.GroupResize(Scale);
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else
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part.Resize(Scale);
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}
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part.ParentGroup.ScheduleGroupForTerseUpdate();
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@ -194,7 +205,12 @@ namespace OpenSim.Region.Framework.Scenes
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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part.Resize(Scale);
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{
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if (ForGroup)
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part.ParentGroup.GroupResize(Scale);
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else
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part.Resize(Scale);
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}
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part.ParentGroup.ScheduleGroupForTerseUpdate();
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}
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@ -241,4 +257,4 @@ namespace OpenSim.Region.Framework.Scenes
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m_terrainModule.UndoTerrain(m_terrainChannel);
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}
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}
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}
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}
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