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
Huaiyu (Kitty) Liu 2011-02-04 11:09:00 -08:00
parent 62a9e0b7c4
commit 4fe0c6d0d2
1 changed files with 9 additions and 8 deletions

View File

@ -5579,6 +5579,7 @@ namespace OpenSim.Region.Framework.Scenes
//Initialize and set the values of timestamp and actorID for each synchronization bucket.
//Should be called when the SceneObjectGroup this part is in is added to scene, see SceneObjectGroup.AttachToScene.
private bool m_BucketUpdateProcessorRegistered = false;
public void InitializeBucketSyncInfo()
{
if (m_primPropertyBucketMap == null)
@ -5593,16 +5594,12 @@ namespace OpenSim.Region.Framework.Scenes
for (int i = 0; i < m_propertyBucketNames.Count; i++)
{
string bucketName = m_propertyBucketNames[i];
BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID, bucketName);
//If the object is created by de-serialization, then it already has m_bucketSyncInfoList populated with the right number of buckets
//If the object is created by de-serialization, then it already has m_bucketSyncInfoList populated with the right number of buckets.
//If the deserilaization is due to receiving a sync message, then m_bucketSyncInfoList should already be filled with sync info.
if (!m_bucketSyncInfoList.ContainsKey(bucketName))
//if (m_bucketSyncInfoList.ContainsKey(bucketName))
//{
// m_bucketSyncInfoList[bucketName] = syncInfo;
//}
//else
{
BucketSyncInfo syncInfo = new BucketSyncInfo(timeStamp, m_localActorID, bucketName);
m_bucketSyncInfoList.Add(bucketName, syncInfo);
}
if (!m_bucketUpdateLocks.ContainsKey(bucketName))
@ -5611,7 +5608,11 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if (!m_BucketUpdateProcessorRegistered)
{
RegisterBucketUpdateProcessor();
m_BucketUpdateProcessorRegistered = true;
}
}
/// <summary>