In SceneGraph.LinkObjects, call RegionSyncModule.SendLinkObject before parentGroup.LinkToGroup is called,

so that the actors who receive LinkObject message will get it before the soft-delete messages of the linked-in
parts.
dsg
Huaiyu (Kitty) Liu 2011-01-26 11:54:51 -08:00
parent ea2dc04bac
commit 4860eba0ba
9 changed files with 435 additions and 92 deletions

View File

@ -206,6 +206,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
//SendSceneUpdates put each update into an outgoing queue of each SyncConnector
public void SendSceneUpdates()
{
// Existing value of 1 indicates that updates are currently being sent so skip updates this pass
@ -310,6 +311,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
});
}
//The following Sendxxx calls,send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
//May need some optimization there on the priorities.
public void SendTerrainUpdates(string lastUpdateActorID)
{
if(m_isSyncRelay || m_actorID.Equals(lastUpdateActorID))
@ -320,6 +324,114 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
/// <summary>
/// Send a sync message to remove the given objects in all connected actors.
/// UUID is used for identified a removed object. This function now should
/// only be triggered by an object removal that is initiated locally.
/// </summary>
/// <param name="sog"></param>
//private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
public void SendDeleteObject(SceneObjectGroup sog, bool softDelete)
{
//m_log.DebugFormat("RegionSyncModule_OnObjectBeingRemovedFromScene called at time {0}:{1}:{2}", DateTime.Now.Minute, DateTime.Now.Second, DateTime.Now.Millisecond);
//Only send the message out if this is a relay node for sync messages, or this actor caused deleting the object
//if (m_isSyncRelay || CheckObjectForSendingUpdate(sog))
OSDMap data = new OSDMap();
//data["regionHandle"] = OSD.FromULong(regionHandle);
//data["localID"] = OSD.FromUInteger(sog.LocalId);
data["UUID"] = OSD.FromUUID(sog.UUID);
data["actorID"] = OSD.FromString(m_actorID);
data["softDelete"] = OSD.FromBoolean(softDelete);
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.RemovedObject, OSDParser.SerializeJsonString(data));
SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
}
public void SendLinkObject(SceneObjectPart root, List<SceneObjectPart> children)
{
if(children.Count==0) return;
OSDMap data = new OSDMap();
//string sogxml = SceneObjectSerializer.ToXml2Format(linkedGroup);
//data["linkedGroup"]=OSD.FromString(sogxml);
data["root"] = OSD.FromUUID(root.UUID);
data["partCount"] = OSD.FromInteger(children.Count);
data["actorID"] = OSD.FromString(m_actorID);
int partNum = 0;
foreach(SceneObjectPart part in children){
string partTempID = "part"+partNum;
data[partTempID] = OSD.FromUUID(part.UUID);
partNum++;
}
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.LinkObject, OSDParser.SerializeJsonString(data));
SendObjectUpdateToRelevantSyncConnectors(root.ParentGroup, rsm);
}
public void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs)
{
switch (ev)
{
case EventManager.EventNames.NewScript:
if (evArgs.Length < 3)
{
m_log.Error(LogHeader + " not enough event args for NewScript");
return;
}
OnLocalNewScript((UUID)evArgs[0], (SceneObjectPart)evArgs[1], (UUID)evArgs[2]);
return;
case EventManager.EventNames.UpdateScript:
if (evArgs.Length < 5)
{
m_log.Error(LogHeader + " not enough event args for UpdateScript");
return;
}
OnLocalUpdateScript((UUID)evArgs[0], (UUID)evArgs[1], (UUID)evArgs[2], (bool)evArgs[3], (UUID)evArgs[4]);
return;
case EventManager.EventNames.ScriptReset:
if (evArgs.Length < 2)
{
m_log.Error(LogHeader + " not enough event args for ScriptReset");
return;
}
OnLocalScriptReset((uint)evArgs[0], (UUID)evArgs[1]);
return;
case EventManager.EventNames.ChatFromClient:
if (evArgs.Length < 2)
{
m_log.Error(LogHeader + " not enough event args for ChatFromClient");
return;
}
OnLocalChatFromClient(evArgs[0], (OSChatMessage)evArgs[1]);
return;
case EventManager.EventNames.ChatFromWorld:
if (evArgs.Length < 2)
{
m_log.Error(LogHeader + " not enough event args for ChatFromWorld");
return;
}
OnLocalChatFromWorld(evArgs[0], (OSChatMessage)evArgs[1]);
return;
case EventManager.EventNames.ObjectGrab:
OnLocalGrabObject((uint)evArgs[0], (uint)evArgs[1], (Vector3)evArgs[2], (IClientAPI)evArgs[3], (SurfaceTouchEventArgs)evArgs[4]);
return;
case EventManager.EventNames.ObjectGrabbing:
OnLocalObjectGrabbing((uint)evArgs[0], (uint)evArgs[1], (Vector3)evArgs[2], (IClientAPI)evArgs[3], (SurfaceTouchEventArgs)evArgs[4]);
return;
case EventManager.EventNames.ObjectDeGrab:
OnLocalDeGrabObject((uint)evArgs[0], (uint)evArgs[1], (IClientAPI)evArgs[2], (SurfaceTouchEventArgs)evArgs[3]);
return;
default:
return;
}
}
#endregion //IRegionSyncModule
#region ICommandableModule Members
@ -855,7 +967,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// The handler for processing incoming sync messages.
/// </summary>
/// <param name="msg"></param>
public void HandleIncomingMessage(SymmetricSyncMessage msg)
public void HandleIncomingMessage(SymmetricSyncMessage msg, string senderActorID)
{
switch (msg.Type)
{
@ -903,6 +1015,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
HandleRemovedObject(msg);
return;
}
case SymmetricSyncMessage.MsgType.LinkObject:
{
HandleLinkObject(msg);
return;
}
//EVENTS PROCESSING
case SymmetricSyncMessage.MsgType.NewScript:
case SymmetricSyncMessage.MsgType.UpdateScript:
@ -1059,6 +1176,38 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
}
private void HandleLinkObject(SymmetricSyncMessage msg)
{
// Get the data from message and error check
OSDMap data = DeserializeMessage(msg);
if (data == null)
{
SymmetricSyncMessage.HandleError(LogHeader, msg, "Could not deserialize JSON data.");
return;
}
string init_actorID = data["actorID"].AsString();
//string sogxml = data["linkedGroup"].AsString();
//SceneObjectGroup linkedGroup = SceneObjectSerializer.FromXml2Format(sogxml);
UUID rootID = data["root"].AsUUID();
int partCount = data["partCount"].AsInteger();
List<UUID> childrenIDs = new List<UUID>();
for (int i = 0; i < partCount; i++)
{
string partTempID = "part" + i;
childrenIDs.Add(data[partTempID].AsUUID());
}
m_scene.LinkObjectBySync(rootID, childrenIDs);
//if this is a relay node, forwards the event
if (m_isSyncRelay)
{
SendSceneEventToRelevantSyncConnectors(init_actorID, msg);
}
}
/// <summary>
/// The common actions for handling remote events (event initiated at other actors and propogated here)
/// </summary>
@ -1346,89 +1495,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_scene.EventManager.TriggerObjectDeGrabLocally(part.LocalId, originalID, remoteClinet, surfaceArgs);
}
/// <summary>
/// Send a sync message to remove the given objects in all connected actors.
/// UUID is used for identified a removed object. This function now should
/// only be triggered by an object removal that is initiated locally.
/// </summary>
/// <param name="sog"></param>
//private void RegionSyncModule_OnObjectBeingRemovedFromScene(SceneObjectGroup sog)
public void SendDeleteObject(SceneObjectGroup sog, bool softDelete)
{
//m_log.DebugFormat("RegionSyncModule_OnObjectBeingRemovedFromScene called at time {0}:{1}:{2}", DateTime.Now.Minute, DateTime.Now.Second, DateTime.Now.Millisecond);
//Only send the message out if this is a relay node for sync messages, or this actor caused deleting the object
//if (m_isSyncRelay || CheckObjectForSendingUpdate(sog))
OSDMap data = new OSDMap(1);
//data["regionHandle"] = OSD.FromULong(regionHandle);
//data["localID"] = OSD.FromUInteger(sog.LocalId);
data["UUID"] = OSD.FromUUID(sog.UUID);
data["actorID"] = OSD.FromString(m_actorID);
data["softDelete"] = OSD.FromBoolean(softDelete);
SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.RemovedObject, OSDParser.SerializeJsonString(data));
SendObjectUpdateToRelevantSyncConnectors(sog, rsm);
}
public void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs)
{
switch (ev)
{
case EventManager.EventNames.NewScript:
if (evArgs.Length < 3)
{
m_log.Error(LogHeader + " not enough event args for NewScript");
return;
}
OnLocalNewScript((UUID)evArgs[0], (SceneObjectPart)evArgs[1], (UUID)evArgs[2]);
return;
case EventManager.EventNames.UpdateScript:
if (evArgs.Length < 5)
{
m_log.Error(LogHeader + " not enough event args for UpdateScript");
return;
}
OnLocalUpdateScript((UUID)evArgs[0], (UUID)evArgs[1], (UUID)evArgs[2], (bool)evArgs[3], (UUID)evArgs[4]);
return;
case EventManager.EventNames.ScriptReset:
if (evArgs.Length < 2)
{
m_log.Error(LogHeader + " not enough event args for ScriptReset");
return;
}
OnLocalScriptReset((uint)evArgs[0], (UUID)evArgs[1]);
return;
case EventManager.EventNames.ChatFromClient:
if (evArgs.Length < 2)
{
m_log.Error(LogHeader + " not enough event args for ChatFromClient");
return;
}
OnLocalChatFromClient(evArgs[0], (OSChatMessage)evArgs[1]);
return;
case EventManager.EventNames.ChatFromWorld:
if (evArgs.Length < 2)
{
m_log.Error(LogHeader + " not enough event args for ChatFromWorld");
return;
}
OnLocalChatFromWorld(evArgs[0], (OSChatMessage)evArgs[1]);
return;
case EventManager.EventNames.ObjectGrab:
OnLocalGrabObject((uint)evArgs[0], (uint)evArgs[1], (Vector3) evArgs[2], (IClientAPI) evArgs[3], (SurfaceTouchEventArgs)evArgs[4]);
return;
case EventManager.EventNames.ObjectGrabbing:
OnLocalObjectGrabbing((uint)evArgs[0], (uint)evArgs[1], (Vector3)evArgs[2], (IClientAPI)evArgs[3], (SurfaceTouchEventArgs)evArgs[4]);
return;
case EventManager.EventNames.ObjectDeGrab:
OnLocalDeGrabObject((uint)evArgs[0], (uint)evArgs[1], (IClientAPI)evArgs[2], (SurfaceTouchEventArgs)evArgs[3]);
return;
default:
return;
}
}
/// <summary>
/// The handler for (locally initiated) event OnNewScript: triggered by client's RezSript packet, publish it to other actors.

View File

@ -30,6 +30,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
NewObject, // objects
UpdatedObject, // objects
RemovedObject, // objects
LinkObject,
RegionName,
//RegionStatus,
ActorID,

View File

@ -292,7 +292,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//For any other messages, we simply deliver the message to RegionSyncModule for now.
//Later on, we may deliver messages to different modules, say sync message to RegionSyncModule and event message to ActorSyncModule.
m_regionSyncModule.HandleIncomingMessage(msg);
m_regionSyncModule.HandleIncomingMessage(msg, m_syncOtherSideActorID);
}
}
}

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@ -60,10 +60,15 @@ namespace OpenSim.Region.Framework.Interfaces
void QueueSceneObjectPartForUpdate(SceneObjectPart part);
void QueueScenePresenceForTerseUpdate(ScenePresence presence);
//void SendUpdatesToSynchronizeState(List<SceneObjectGroup> sog);
//SendSceneUpdates put each update into an outgoing queue of each SyncConnector
void SendSceneUpdates();
//In RegionSyncModule's implementation,
//The following calls send out a message immediately, w/o putting it in the SyncConnector's outgoing queue.
//May need some optimization there on the priorities.
void SendTerrainUpdates(string lastUpdateActorID);
void SendDeleteObject(SceneObjectGroup sog, bool softDelete);
void SendLinkObject(SceneObjectPart root, List<SceneObjectPart> children);
//For propogating scene events to other actors
void PublishSceneEvent(EventManager.EventNames ev, Object[] evArgs);

View File

@ -725,6 +725,74 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.AddSceneObjectByStateSynch(group);
}
public void DebugSceneObjectGroups()
{
EntityBase[] entities = Entities.GetEntities();
List<SceneObjectGroup> groups = new List<SceneObjectGroup>();
foreach (EntityBase ent in entities)
{
if (ent is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)ent;
groups.Add(sog);
}
}
m_log.Debug("Scene " + m_regInfo.RegionName + " has " + groups.Count + " SOGs");
foreach (SceneObjectGroup sog in groups)
{
string sogDebug = sog.DebugObjectUpdateResult();
m_log.Debug(sogDebug);
}
}
//Assuming that the permission and owner checking is done at the actor that initiates the link operation, so
//no checking of permissions here.
/// <summary>
/// Update the grouping relations of the SceneObjectParts as identified by the rootID and childrenIDs, and update the properties of all the parts in the new object group.
/// </summary>
/// <param name="linkedGroup"></param>
/// <param name="rootID"></param>
/// <param name="childrenIDs"></param>
public void LinkObjectBySync(UUID rootID, List<UUID> childrenIDs)
{
m_log.Debug("Start to LinkObjectBySync");
DebugSceneObjectGroups();
List<SceneObjectPart> children = new List<SceneObjectPart>();
SceneObjectPart root = GetSceneObjectPart(rootID);
if (root == null)
{
m_log.Warn("LinkObjectBySync: root part " + rootID + " not found at local Scene copy");
return;
}
foreach (UUID childID in childrenIDs)
{
SceneObjectPart part = GetSceneObjectPart(childID);
if (part == null)
{
m_log.Warn("LinkObjectBySync: child part " + rootID + " not found at local Scene copy");
continue;
}
children.Add(part);
}
//Leverage the LinkObject implementation to get the book keeping of Group and Parts relations right
m_sceneGraph.LinkObjectsBySync(root, children);
//The properties of the newly linked object should be updated later with another UpdatedObject message.
//Set the property values as in the incoming copy of the object group
//SceneObjectGroup localGroup = root.ParentGroup;
//localGroup.UpdateObjectProperties(linkedGroup);
}
#endregion //SYMMETRIC SYNC
public ICapabilitiesModule CapsModule

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@ -1576,6 +1576,24 @@ namespace OpenSim.Region.Framework.Scenes
return; // parent is null so not in this region
}
//SYMMETRIC SYNC
//Send out a LinkObject message for synchronization purpose, before other object-update sync messages are sent out.
//We need to do this before the calling to parentGroup.LinkToGroup() below, as LinkToGroup will trigger
//SendDeleteObject message to be sent out.
// ------------- NOTE: This needs further optimization, as we don't want to block on sending messages while inside the lock. -------------
// However, we also want to make sure that the LinkObject message is sent out with high priority and sent
// earlier than the object update message triggered by the ScheduleGroupForFullUpdate() function below
if (m_parentScene.RegionSyncModule != null)
{
//Tell other actors to link the SceneObjectParts together as a new group. But not updating the properties yet.
//The properties will be updated later when parentGroup.ScheduleGroupForFullUpdate() is called below.
m_parentScene.RegionSyncModule.SendLinkObject(root, children);
}
//end of SYMMETRIC SYNC
foreach (SceneObjectGroup child in childGroups)
{
parentGroup.LinkToGroup(child);
@ -1585,6 +1603,7 @@ namespace OpenSim.Region.Framework.Scenes
child.AbsolutePosition = child.AbsolutePosition;
}
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
parentGroup.RootPart.CreateSelected = true;
@ -1946,6 +1965,7 @@ namespace OpenSim.Region.Framework.Scenes
public Scene.ObjectUpdateResult AddOrUpdateObjectBySynchronization(SceneObjectGroup updatedSog)
{
UUID sogID = updatedSog.UUID;
Scene.ObjectUpdateResult updateResult = Scene.ObjectUpdateResult.Unchanged;
if (Entities.ContainsKey(sogID))
{
@ -1954,22 +1974,27 @@ namespace OpenSim.Region.Framework.Scenes
if (entity is SceneObjectGroup)
{
SceneObjectGroup localSog = (SceneObjectGroup)entity;
Scene.ObjectUpdateResult updateResult = localSog.UpdateObjectGroupBySync(updatedSog);
return updateResult;
updateResult = localSog.UpdateObjectGroupBySync(updatedSog);
}
else
{
m_log.Warn("Entity with " + sogID + " is not of type SceneObjectGroup");
//return false;
return Scene.ObjectUpdateResult.Error;
updateResult = Scene.ObjectUpdateResult.Error;
}
}
else
{
m_log.Debug("AddSceneObjectByStateSynch to be called");
AddSceneObjectByStateSynch(updatedSog);
return Scene.ObjectUpdateResult.New;
updateResult = Scene.ObjectUpdateResult.New;
}
//Debug
m_log.Debug("after AddOrUpdateObjectBySynchronization");
m_parentScene.DebugSceneObjectGroups();
return updateResult;
}
//This is called when an object is added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
@ -2058,6 +2083,62 @@ namespace OpenSim.Region.Framework.Scenes
}
}
public void LinkObjectsBySync(SceneObjectPart root, List<SceneObjectPart> children)
{
Monitor.Enter(m_updateLock);
try
{
SceneObjectGroup parentGroup = root.ParentGroup;
List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
if (parentGroup != null)
{
// We do this in reverse to get the link order of the prims correct
for (int i = children.Count - 1; i >= 0; i--)
{
SceneObjectGroup child = children[i].ParentGroup;
if (child != null)
{
// Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly
// left for sale and sold off
child.RootPart.ObjectSaleType = 0;
child.RootPart.SalePrice = 10;
childGroups.Add(child);
}
}
}
else
{
return; // parent is null so not in this region
}
foreach (SceneObjectGroup child in childGroups)
{
parentGroup.LinkToGroupBySync(child);
// this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics!
child.AbsolutePosition = child.AbsolutePosition;
}
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true;
//Do not change the timestamp and actorID values
parentGroup.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
}
finally
{
Monitor.Exit(m_updateLock);
}
}
#endregion //SYMMETRIC SYNC
}

View File

@ -2127,6 +2127,7 @@ namespace OpenSim.Region.Framework.Scenes
//ScheduleGroupForFullUpdate();
//SYMMETRIC SYNC
//The DeleteObject message will be enqueued to be sent out by another thread, and the call will return quickly.
if (m_scene.RegionSyncModule != null)
m_scene.RegionSyncModule.SendDeleteObject(objectGroup, true);
//end of SYMMETRIC SYNC
@ -3648,9 +3649,33 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleGroupForFullUpdate_SyncInfoUnchanged();
}
//debug the update result
if (groupUpdateResult == Scene.ObjectUpdateResult.Updated)
{
DebugObjectUpdateResult();
}
return groupUpdateResult;
}
public string DebugObjectUpdateResult()
{
//m_log.Debug("ObjectGroup " + UUID + " updated. Rootpart: " +m_rootPart.DebugObjectPartProperties());
string sogDebug = "ObjectGroup " + UUID + ".\n Rootpart: " + m_rootPart.DebugObjectPartProperties();
int partNum = 1;
foreach (SceneObjectPart part in Parts)
{
if (part.UUID != m_rootPart.UUID)
{
//m_log.Debug("part " + partNum + ", " + part.DebugObjectPartProperties());
sogDebug += "\n"+part.DebugObjectPartProperties();
partNum++;
}
}
return sogDebug;
}
private void AddNewPart(SceneObjectPart newPart)
{
//set the parent relationship
@ -3750,6 +3775,91 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//Similar to LinkToGroup(), except that not calling RegionSyncModule.SendDeleteObject
public void LinkToGroupBySync(SceneObjectGroup objectGroup)
{
SceneObjectPart linkPart = objectGroup.m_rootPart;
Vector3 oldGroupPosition = linkPart.GroupPosition;
Quaternion oldRootRotation = linkPart.RotationOffset;
linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
linkPart.GroupPosition = AbsolutePosition;
Vector3 axPos = linkPart.OffsetPosition;
Quaternion parentRot = m_rootPart.RotationOffset;
axPos *= Quaternion.Inverse(parentRot);
linkPart.OffsetPosition = axPos;
Quaternion oldRot = linkPart.RotationOffset;
Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
linkPart.RotationOffset = newRot;
linkPart.ParentID = m_rootPart.LocalId;
if (m_rootPart.LinkNum == 0)
m_rootPart.LinkNum = 1;
lock (m_parts.SyncRoot)
{
m_parts.Add(linkPart.UUID, linkPart);
// Insert in terms of link numbers, the new links
// before the current ones (with the exception of
// the root prim. Shuffle the old ones up
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart part = parts[i];
if (part.LinkNum != 1)
{
// Don't update root prim link number
part.LinkNum += objectGroup.PrimCount;
}
}
linkPart.LinkNum = 2;
linkPart.SetParent(this);
linkPart.CreateSelected = true;
//if (linkPart.PhysActor != null)
//{
// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
//linkPart.PhysActor = null;
//}
//TODO: rest of parts
int linkNum = 3;
SceneObjectPart[] ogParts = objectGroup.Parts;
for (int i = 0; i < ogParts.Length; i++)
{
SceneObjectPart part = ogParts[i];
if (part.UUID != objectGroup.m_rootPart.UUID)
LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
part.ClearUndoState();
}
}
m_scene.UnlinkSceneObject(objectGroup, true);
objectGroup.m_isDeleted = true;
objectGroup.m_parts.Clear();
// Can't do this yet since backup still makes use of the root part without any synchronization
// objectGroup.m_rootPart = null;
AttachToBackup();
// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
// unmoved prims!
ResetChildPrimPhysicsPositions();
}
#endregion
}
}

View File

@ -5084,6 +5084,8 @@ namespace OpenSim.Region.Framework.Scenes
m_parentGroup.Scene.EventManager.TriggerAggregateScriptEvents(this);
}
m_log.Debug("SceneObjectPart Name-" +Name+", localID-" + m_localId + " updated");
return partUpdateResult;
}
@ -5097,6 +5099,12 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
public string DebugObjectPartProperties()
{
string debugMsg = "UUID " + UUID + ", Name " + Name + ", localID " + LocalId + ", lastUpdateActorID " + LastUpdateActorID + ", lastUpdateTimeStamp " + LastUpdateTimeStamp;
return debugMsg;
}
/// <summary>
/// Schedules this prim for a full update, without changing the timestamp or actorID (info on when and who modified any property).
/// NOTE: this is the same as the original SceneObjectPart.ScheduleFullUpdate().

View File

@ -654,6 +654,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
if (m_Suspended)
return 0;
lock (m_Script)
{
EventParams data = null;
@ -674,6 +675,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
return 0;
}
m_log.DebugFormat("[Script] processing event {2} in state {3} to {0}.{1}, localID -{4}", m_PrimName, m_ScriptName, data.EventName, m_State, m_LocalID);
if (data.EventName == "timer")
m_TimerQueued = false;
if (data.EventName == "control")
@ -712,8 +716,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{
SceneObjectPart part = m_Engine.World.GetSceneObjectPart(
m_LocalID);
// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
// m_PrimName, m_ScriptName, data.EventName, m_State);
try
{
@ -786,6 +788,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
}
m_log.DebugFormat("[Script] processing event {2} in state {3} to {0}.{1}, localID -{4}; to trigger QueueEventHandler", m_PrimName, m_ScriptName, data.EventName, m_State, m_LocalID);
lock (m_EventQueue)
{
if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))