Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

viewer-2-initial-appearance
John Hurliman 2010-09-16 17:31:24 -07:00
commit 5321e0e69f
7 changed files with 58 additions and 6 deletions

View File

@ -1523,7 +1523,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_entityUpdates.SyncRoot) lock (m_entityUpdates.SyncRoot)
{ {
m_killRecord.Add(localID); m_killRecord.Add(localID);
OutPacket(kill, ThrottleOutPacketType.State);
// The throttle queue used here must match that being used for updates. Otherwise, there is a
// chance that a kill packet put on a separate queue will be sent to the client before an existing
// update packet on another queue. Receiving updates after kills results in unowned and undeletable
// scene objects in a viewer until that viewer is relogged in.
OutPacket(kill, ThrottleOutPacketType.Task);
} }
} }
} }

View File

@ -412,8 +412,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary> /// <summary>
/// Loops through all of the packet queues for this client and tries to send /// Loops through all of the packet queues for this client and tries to send
/// any outgoing packets, obeying the throttling bucket limits /// an outgoing packet from each, obeying the throttling bucket limits
/// </summary> /// </summary>
///
/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
/// wind queue).
///
/// <remarks>This function is only called from a synchronous loop in the /// <remarks>This function is only called from a synchronous loop in the
/// UDPServer so we don't need to bother making this thread safe</remarks> /// UDPServer so we don't need to bother making this thread safe</remarks>
/// <returns>True if any packets were sent, otherwise false</returns> /// <returns>True if any packets were sent, otherwise false</returns>

View File

@ -500,6 +500,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// FIXME: Implement? // FIXME: Implement?
} }
/// <summary>
/// Actually send a packet to a client.
/// </summary>
/// <param name="outgoingPacket"></param>
internal void SendPacketFinal(OutgoingPacket outgoingPacket) internal void SendPacketFinal(OutgoingPacket outgoingPacket)
{ {
UDPPacketBuffer buffer = outgoingPacket.Buffer; UDPPacketBuffer buffer = outgoingPacket.Buffer;

View File

@ -57,6 +57,15 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="linkNum">Link number for the part</param> /// <param name="linkNum">Link number for the part</param>
void ResetInventoryIDs(); void ResetInventoryIDs();
/// <summary>
/// Reset parent object UUID for all the items in the prim's inventory.
/// </summary>
///
/// If this method is called and there are inventory items, then we regard the inventory as having changed.
///
/// <param name="linkNum">Link number for the part</param>
void ResetObjectID();
/// <summary> /// <summary>
/// Change every item in this inventory to a new owner. /// Change every item in this inventory to a new owner.
/// </summary> /// </summary>

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@ -500,7 +500,7 @@ namespace OpenSim.Region.Framework.Scenes
// This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
if (Inventory != null) if (Inventory != null)
Inventory.ResetInventoryIDs(); Inventory.ResetObjectID();
} }
} }
@ -2763,6 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes
UUID = UUID.Random(); UUID = UUID.Random();
LinkNum = linkNum; LinkNum = linkNum;
LocalId = 0; LocalId = 0;
Inventory.ResetInventoryIDs();
} }
/// <summary> /// <summary>

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@ -140,6 +140,33 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public void ResetObjectID()
{
lock (Items)
{
if (Items.Count == 0)
{
return;
}
HasInventoryChanged = true;
if (m_part.ParentGroup != null)
{
m_part.ParentGroup.HasGroupChanged = true;
}
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
Items.Clear();
foreach (TaskInventoryItem item in items)
{
item.ParentPartID = m_part.UUID;
item.ParentID = m_part.UUID;
Items.Add(item.ItemID, item);
}
}
}
/// <summary> /// <summary>
/// Change every item in this inventory to a new owner. /// Change every item in this inventory to a new owner.
/// </summary> /// </summary>

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@ -84,7 +84,7 @@ namespace OpenSim.Tests.Common.Mock
public List<InventoryItemBase> getInventoryInFolder(UUID folderID) public List<InventoryItemBase> getInventoryInFolder(UUID folderID)
{ {
InventoryFolderBase folder = m_folders[folderID]; // InventoryFolderBase folder = m_folders[folderID];
// m_log.DebugFormat("[MOCK INV DB]: Getting items in folder {0} {1}", folder.Name, folder.ID); // m_log.DebugFormat("[MOCK INV DB]: Getting items in folder {0} {1}", folder.Name, folder.ID);
@ -116,7 +116,7 @@ namespace OpenSim.Tests.Common.Mock
public List<InventoryFolderBase> getInventoryFolders(UUID parentID) public List<InventoryFolderBase> getInventoryFolders(UUID parentID)
{ {
InventoryFolderBase parentFolder = m_folders[parentID]; // InventoryFolderBase parentFolder = m_folders[parentID];
// m_log.DebugFormat("[MOCK INV DB]: Getting folders in folder {0} {1}", parentFolder.Name, parentFolder.ID); // m_log.DebugFormat("[MOCK INV DB]: Getting folders in folder {0} {1}", parentFolder.Name, parentFolder.ID);
@ -185,7 +185,7 @@ namespace OpenSim.Tests.Common.Mock
public void addInventoryItem(InventoryItemBase item) public void addInventoryItem(InventoryItemBase item)
{ {
InventoryFolderBase folder = m_folders[item.Folder]; // InventoryFolderBase folder = m_folders[item.Folder];
// m_log.DebugFormat( // m_log.DebugFormat(
// "[MOCK INV DB]: Adding inventory item {0} {1} in {2} {3}", item.Name, item.ID, folder.Name, folder.ID); // "[MOCK INV DB]: Adding inventory item {0} {1} in {2} {3}", item.Name, item.ID, folder.Name, folder.ID);