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
Justin Clark-Casey (justincc) 2011-07-19 03:01:54 +01:00
parent 86f45f6fe7
commit 430a4aeba8
4 changed files with 85 additions and 41 deletions

View File

@ -11220,8 +11220,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet)
{
MultipleObjectUpdatePacket multipleupdate = (MultipleObjectUpdatePacket)packet;
if (multipleupdate.AgentData.SessionID != SessionId) return false;
// m_log.Debug("new multi update packet " + multipleupdate.ToString());
if (multipleupdate.AgentData.SessionID != SessionId)
return false;
// m_log.DebugFormat(
// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
Scene tScene = (Scene)m_scene;
for (int i = 0; i < multipleupdate.ObjectData.Length; i++)
@ -11242,15 +11247,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
// Do this once since fetch parts creates a new array.
SceneObjectPart[] parts = part.ParentGroup.Parts;
for (int j = 0; j < parts.Length; j++)
{
part.StoreUndoState();
parts[j].IgnoreUndoUpdate = true;
}
// m_log.DebugFormat(
// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
// i, block.Type, part.Name, part.LocalId);
// // Do this once since fetch parts creates a new array.
// SceneObjectPart[] parts = part.ParentGroup.Parts;
// for (int j = 0; j < parts.Length; j++)
// {
// part.StoreUndoState();
// parts[j].IgnoreUndoUpdate = true;
// }
// UUID partId = part.UUID;
UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
switch (block.Type)
@ -11394,6 +11402,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (handlerUpdatePrimGroupScale != null)
{
// m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
part.StoreUndoState(true);
part.IgnoreUndoUpdate = true;
handlerUpdatePrimGroupScale(localId, scale5, this);
handlerUpdateVector = OnUpdatePrimGroupPosition;
@ -11401,7 +11411,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
handlerUpdateVector(localId, pos5, this);
}
part.IgnoreUndoUpdate = false;
}
break;
case 21:
@ -11426,8 +11439,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
break;
}
for (int j = 0; j < parts.Length; j++)
parts[j].IgnoreUndoUpdate = false;
// for (int j = 0; j < parts.Length; j++)
// parts[j].IgnoreUndoUpdate = false;
}
}
}

View File

@ -2624,6 +2624,8 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
RootPart.StoreUndoState(true);
scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@ -2722,16 +2724,20 @@ namespace OpenSim.Region.Framework.Scenes
prevScale.X *= x;
prevScale.Y *= y;
prevScale.Z *= z;
// RootPart.IgnoreUndoUpdate = true;
RootPart.Resize(prevScale);
// RootPart.IgnoreUndoUpdate = false;
parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart obPart = parts[i];
// obPart.IgnoreUndoUpdate = true;
if (obPart.UUID != m_rootPart.UUID)
{
obPart.IgnoreUndoUpdate = true;
Vector3 currentpos = new Vector3(obPart.OffsetPosition);
currentpos.X *= x;
currentpos.Y *= y;
@ -2743,9 +2749,8 @@ namespace OpenSim.Region.Framework.Scenes
newSize.Z *= z;
obPart.Resize(newSize);
obPart.IgnoreUndoUpdate = true;
obPart.UpdateOffSet(currentpos);
obPart.IgnoreUndoUpdate = false;
}
@ -2769,9 +2774,11 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].StoreUndoState();
RootPart.StoreUndoState(true);
// SceneObjectPart[] parts = m_parts.GetArray();
// for (int i = 0; i < parts.Length; i++)
// parts[i].StoreUndoState();
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{

View File

@ -3664,6 +3664,11 @@ namespace OpenSim.Region.Framework.Scenes
}
public void StoreUndoState()
{
StoreUndoState(false);
}
public void StoreUndoState(bool forGroup)
{
if (!Undoing)
{
@ -3678,6 +3683,7 @@ namespace OpenSim.Region.Framework.Scenes
UndoState last = m_undo.Peek();
if (last != null)
{
// TODO: May need to fix for group comparison
if (last.Compare(this))
{
// m_log.DebugFormat(
@ -3690,12 +3696,12 @@ namespace OpenSim.Region.Framework.Scenes
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}",
// Name, LocalId, m_undo.Count);
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
// Name, LocalId, forGroup, m_undo.Count);
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this);
UndoState nUndo = new UndoState(this, forGroup);
m_undo.Push(nUndo);
@ -3740,17 +3746,17 @@ namespace OpenSim.Region.Framework.Scenes
if (m_undo.Count > 0)
{
UndoState nUndo = null;
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
nUndo = new UndoState(this);
}
UndoState goback = m_undo.Pop();
if (goback != null)
{
UndoState nUndo = null;
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
nUndo = new UndoState(this, goback.ForGroup);
}
goback.PlaybackState(this);
if (nUndo != null)
@ -3772,17 +3778,19 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
// Name, LocalId, m_redo.Count);
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this);
m_undo.Push(nUndo);
}
UndoState gofwd = m_redo.Pop();
if (gofwd != null)
{
if (m_parentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
m_undo.Push(nUndo);
}
gofwd.PlayfwdState(this);
}
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",

View File

@ -41,11 +41,17 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 Scale = Vector3.Zero;
public Quaternion Rotation = Quaternion.Identity;
/// <summary>
/// Is this undo state for an entire group?
/// </summary>
public bool ForGroup;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="part"></param>
public UndoState(SceneObjectPart part)
/// <param name="forGroup">True if the undo is for an entire group</param>
public UndoState(SceneObjectPart part, bool forGroup)
{
if (part != null)
{
@ -62,6 +68,8 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale);
Scale = part.Shape.Scale;
ForGroup = forGroup;
}
else
{
@ -141,7 +149,10 @@ namespace OpenSim.Region.Framework.Scenes
// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
// part.Shape.Scale, Scale, part.Name, part.LocalId);
part.Resize(Scale);
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
part.ParentGroup.ScheduleGroupForTerseUpdate();
@ -194,7 +205,12 @@ namespace OpenSim.Region.Framework.Scenes
part.UpdateRotation(Rotation);
if (Scale != Vector3.Zero)
part.Resize(Scale);
{
if (ForGroup)
part.ParentGroup.GroupResize(Scale);
else
part.Resize(Scale);
}
part.ParentGroup.ScheduleGroupForTerseUpdate();
}