Fixed a few bugs. Code now good for updating the physics properties implemented in SOG. Events
propagation also seems working fine (chat, link/delink objects, delete, etc).dsg
parent
62a9e0b7c4
commit
4fe0c6d0d2
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@ -5579,6 +5579,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Initialize and set the values of timestamp and actorID for each synchronization bucket.
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//Should be called when the SceneObjectGroup this part is in is added to scene, see SceneObjectGroup.AttachToScene.
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private bool m_BucketUpdateProcessorRegistered = false;
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public void InitializeBucketSyncInfo()
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{
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if (m_primPropertyBucketMap == null)
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@ -5593,16 +5594,12 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < m_propertyBucketNames.Count; i++)
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{
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string bucketName = m_propertyBucketNames[i];
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BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID, bucketName);
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//If the object is created by de-serialization, then it already has m_bucketSyncInfoList populated with the right number of buckets
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//If the object is created by de-serialization, then it already has m_bucketSyncInfoList populated with the right number of buckets.
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//If the deserilaization is due to receiving a sync message, then m_bucketSyncInfoList should already be filled with sync info.
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if (!m_bucketSyncInfoList.ContainsKey(bucketName))
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//if (m_bucketSyncInfoList.ContainsKey(bucketName))
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//{
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// m_bucketSyncInfoList[bucketName] = syncInfo;
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//}
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//else
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{
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BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID, bucketName);
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m_bucketSyncInfoList.Add(bucketName, syncInfo);
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}
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if (!m_bucketUpdateLocks.ContainsKey(bucketName))
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@ -5611,7 +5608,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (!m_BucketUpdateProcessorRegistered)
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{
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RegisterBucketUpdateProcessor();
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m_BucketUpdateProcessorRegistered = true;
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}
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}
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/// <summary>
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