Added AbsolutePosition as another SOP property to sync across, yet made
it a group property, so that only RootPart will trigger a sync message for this property. An optimization to avoid sending many position updates for linkset objects.dsg
parent
6dc15dcb0c
commit
57a42508ec
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@ -1614,7 +1614,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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grp.OffsetForNewRegion(oldGroupPosition);
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//grp.ScheduleGroupForFullUpdate();
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grp.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position});
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grp.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.GroupPosition});
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}
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}
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@ -1392,6 +1392,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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///////////////////////
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//SOG properties
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///////////////////////
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case SceneObjectPartSyncProperties.AbsolutePosition:
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estimateBytes += ((Vector3)propertySyncInfo.LastUpdateValue).GetBytes().Length;
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break;
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case SceneObjectPartSyncProperties.IsSelected:
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//propertyData["Value"] = OSD.FromBoolean((bool)LastUpdateValue);
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estimateBytes += 1;
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@ -1865,12 +1868,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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PrimitiveBaseShape shape = PropertySerializer.DeSerializeShape((String)p.LastUpdateValue);
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m_log.DebugFormat("Shape to be changed on SOP {0}, {1} to ProfileShape {2}", sop.Name, sop.UUID, shape.ProfileShape);
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}
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}
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* */
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}
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//m_log.DebugFormat("ms {0}: HandleUpdatedPrimProperties, for prim {1},{2} with updated properties -- {3}", DateTime.Now.Millisecond, sop.Name, sop.UUID, pString);
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m_log.DebugFormat("ms {0}: HandleUpdatedPrimProperties, for prim {1},{2} with updated properties -- {3}", DateTime.Now.Millisecond, sop.Name, sop.UUID, pString);
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* */
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List<SceneObjectPartSyncProperties> propertiesUpdated = m_primSyncInfoManager.UpdatePrimSyncInfoBySync(sop, propertiesSyncInfo);
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@ -1904,13 +1906,26 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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break;
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}
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}
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if (allTerseUpdates)
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bool hasGroupUpdates = false;
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if (PrimSyncInfo.GroupProperties.Overlaps(propertiesUpdated))
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{
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sop.ScheduleTerseUpdate(null);
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hasGroupUpdates = true;
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}
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if (!hasGroupUpdates || sop.ParentGroup == null)
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{
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if (allTerseUpdates)
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sop.ScheduleTerseUpdate(null);
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else
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sop.ScheduleFullUpdate(null);
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}
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else
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{
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sop.ScheduleFullUpdate(null);
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if (allTerseUpdates)
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sop.ParentGroup.ScheduleGroupForTerseUpdate(null);
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else
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sop.ParentGroup.ScheduleGroupForFullUpdate(null);
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}
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}
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}
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@ -3084,6 +3099,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Enqueue the prim with the set of updated properties, excluding the group properties
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if (propertiesWithSyncInfoUpdated.Count > 0)
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{
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/*
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lock (m_primPropertyUpdateLock)
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{
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if (m_primPropertyUpdates.ContainsKey(part.UUID))
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@ -3093,7 +3109,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Include the "property" into the list of updated properties.
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//HashSet's Add function should handle it correctly whether the property
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//is or is not in the set.
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m_primPropertyUpdates[part.UUID].Add(property);
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//If it's a group property, only add it to the RootPart's
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//updated property queue, to avoid too many prim updates.
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//For all non-group properties, simply add it to the prim's
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//updated property queue.
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if (!PrimSyncInfo.GroupProperties.Contains(property) ||
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(PrimSyncInfo.GroupProperties.Contains(property) && part.UUID.Equals(part.ParentGroup.RootPart.UUID)))
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{
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m_primPropertyUpdates[part.UUID].Add(property);
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}
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}
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}
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else
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@ -3101,6 +3126,45 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_primPropertyUpdates.Add(part.UUID, propertiesWithSyncInfoUpdated);
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}
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}
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* */
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EnqueueUpdatedProperty(part, propertiesWithSyncInfoUpdated);
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}
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}
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private void EnqueueUpdatedProperty(SceneObjectPart part, HashSet<SceneObjectPartSyncProperties> propertiesWithSyncInfoUpdated)
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{
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lock (m_primPropertyUpdateLock)
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{
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if (m_primPropertyUpdates.ContainsKey(part.UUID))
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{
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foreach (SceneObjectPartSyncProperties property in propertiesWithSyncInfoUpdated)
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{
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//Include the "property" into the list of updated properties.
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//HashSet's Add function should handle it correctly whether the property
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//is or is not in the set.
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//If it's a group property, only add it to the RootPart's
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//updated property queue, to avoid too many prim updates.
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//For all non-group properties, simply add it to the prim's
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//updated property queue.
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if (!PrimSyncInfo.GroupProperties.Contains(property) ||
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(PrimSyncInfo.GroupProperties.Contains(property) && part.UUID.Equals(part.ParentGroup.RootPart.UUID)))
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{
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m_primPropertyUpdates[part.UUID].Add(property);
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}
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}
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}
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else
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{
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//If it's a group property and the part is not the RootPart,
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//do not enlist the property.
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if (!part.UUID.Equals(part.ParentGroup.RootPart.UUID))
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{
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propertiesWithSyncInfoUpdated.ExceptWith(PrimSyncInfo.GroupProperties);
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}
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m_primPropertyUpdates.Add(part.UUID, propertiesWithSyncInfoUpdated);
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}
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}
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}
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@ -3126,6 +3190,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Enqueue the prim with the set of updated properties
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if (propertiesToSync.Count > 0)
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{
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/*
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lock (m_primPropertyUpdateLock)
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{
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if (m_primPropertyUpdates.ContainsKey(part.UUID))
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@ -3135,7 +3200,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Include the "property" into the list of updated properties.
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//HashSet's Add function should handle it correctly whether the property
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//is or is not in the set.
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m_primPropertyUpdates[part.UUID].Add(property);
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if (!PrimSyncInfo.GroupProperties.Contains(property) ||
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(PrimSyncInfo.GroupProperties.Contains(property) && part.UUID.Equals(part.ParentGroup.RootPart.UUID)))
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{
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m_primPropertyUpdates[part.UUID].Add(property);
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}
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}
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}
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else
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@ -3143,6 +3213,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_primPropertyUpdates.Add(part.UUID, propertiesToSync);
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}
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}
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* */
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EnqueueUpdatedProperty(part, propertiesToSync);
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}
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}
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@ -4006,6 +4078,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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///////////////////////
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//SOG properties
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///////////////////////
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case SceneObjectPartSyncProperties.AbsolutePosition:
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propertyData["Value"] = OSD.FromVector3((Vector3)LastUpdateValue);
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break;
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case SceneObjectPartSyncProperties.IsSelected:
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propertyData["Value"] = OSD.FromBoolean((bool)LastUpdateValue);
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break;
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@ -4253,6 +4328,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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///////////////////////
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//SOG properties
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///////////////////////
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case SceneObjectPartSyncProperties.AbsolutePosition:
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m_lastUpdateValue = (Object)(propertyData["Value"].AsVector3());
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break;
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case SceneObjectPartSyncProperties.IsSelected:
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//propertyData["Value"] = OSD.FromBoolean((bool)LastUpdateValue);
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m_lastUpdateValue = (Object)(propertyData["Value"].AsBoolean());
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@ -4746,6 +4824,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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foreach (SceneObjectPartSyncProperties property in GroupProperties)
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{
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SetSOPPropertyValue(sop, property);
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if (property == SceneObjectPartSyncProperties.AbsolutePosition)
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{
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}
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}
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}
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@ -5240,7 +5322,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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break;
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case SceneObjectPartSyncProperties.GroupPosition:
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propertyUpdatedByLocal = CompareAndUpdateSOPGroupPosition(part, lastUpdateByLocalTS, syncID);
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propertyUpdatedByLocal = CompareAndUpdateSOPGroupPositionByLocal(part, lastUpdateByLocalTS, syncID);
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break;
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case SceneObjectPartSyncProperties.InventorySerial:
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if (!part.InventorySerial.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
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@ -5886,7 +5968,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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break;
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case SceneObjectPartSyncProperties.Position:
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propertyUpdatedByLocal = CompareAndUpdateSOPPosition(part, lastUpdateByLocalTS, syncID);
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propertyUpdatedByLocal = CompareAndUpdateSOPPositionByLocal(part, lastUpdateByLocalTS, syncID);
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break;
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case SceneObjectPartSyncProperties.RotationalVelocity:
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if (!part.PhysActor.RotationalVelocity.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
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@ -5937,6 +6019,24 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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///////////////////////
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//SOG properties
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///////////////////////
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case SceneObjectPartSyncProperties.AbsolutePosition:
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/*
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if (!part.ParentGroup.AbsolutePosition.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
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{
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if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
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{
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m_propertiesSyncInfo[property].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.ParentGroup.AbsolutePosition);
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propertyUpdatedByLocal = true;
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}
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else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
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{
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//overwrite SOG's data
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part.ParentGroup.AbsolutePosition = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
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}
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}
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* */
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propertyUpdatedByLocal = CompareAndUpdateSOPAbsolutePositionByLocal(part, lastUpdateByLocalTS, syncID);
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break;
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case SceneObjectPartSyncProperties.IsSelected:
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if (!part.ParentGroup.IsSelected.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
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{
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@ -5947,7 +6047,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
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{
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//overwrite PhysActor's data
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//overwrite SOG's data
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part.ParentGroup.IsSelected = (bool)m_propertiesSyncInfo[property].LastUpdateValue;
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}
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}
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@ -6160,6 +6260,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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///////////////////////
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//SOG properties
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///////////////////////
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case SceneObjectPartSyncProperties.AbsolutePosition:
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return (Object)part.ParentGroup.AbsolutePosition;
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case SceneObjectPartSyncProperties.IsSelected:
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return (Object)part.ParentGroup.IsSelected;
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}
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@ -6169,21 +6271,24 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// Set the property's value based on the value maintained in PrimSyncInfoManager.
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/// Assumption: caller will call ScheduleFullUpdate to enqueue updates properly.
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/// Assumption: caller will call ScheduleFullUpdate to enqueue updates properly to
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/// update viewers.
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/// This function should only be triggered when a prim update is received (i.e.
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/// triggered by remote update instead of local update).
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/// </summary>
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/// <param name="part"></param>
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/// <param name="property"></param>
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private void SetSOPPropertyValue(SceneObjectPart part, SceneObjectPartSyncProperties property)
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{
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if (part == null) return;
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if (!m_propertiesSyncInfo.ContainsKey(property) && part.PhysActor == null){
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if (PrimPhysActorProperties.Contains(property) && !m_propertiesSyncInfo.ContainsKey(property) && part.PhysActor == null){
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//DebugLog.WarnFormat("SetSOPPropertyValue: property {0} not in record.", property.ToString());
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//For phantom prims, they don't have physActor properties,
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//so for those properties, simply return
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return;
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}
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if (!m_propertiesSyncInfo.ContainsKey(property) && part.PhysActor != null)
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if (!m_propertiesSyncInfo.ContainsKey(property))
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{
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DebugLog.WarnFormat("PrimSyncInfo.SetSOPPropertyValue: property {0} not in sync cache. ", property);
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return;
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@ -6504,6 +6609,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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///////////////////////
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//SOG properties
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///////////////////////
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case SceneObjectPartSyncProperties.AbsolutePosition:
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SetSOPAbsolutePosition(part, pSyncInfo);
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break;
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case SceneObjectPartSyncProperties.IsSelected:
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if (part.ParentGroup != null)
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part.ParentGroup.IsSelected = (bool)pSyncInfo.LastUpdateValue;
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@ -6514,6 +6622,45 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { property });
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}
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private void SetSOPAbsolutePosition(SceneObjectPart part, PropertySyncInfo pSyncInfo)
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{
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if (part.ParentGroup != null)
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{
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part.ParentGroup.AbsolutePosition = (Vector3)pSyncInfo.LastUpdateValue;
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PropertySyncInfo gPosSyncInfo;
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if (m_propertiesSyncInfo.ContainsKey(SceneObjectPartSyncProperties.GroupPosition))
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{
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gPosSyncInfo = m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition];
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gPosSyncInfo.UpdateSyncInfoBySync(pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID, part.GroupPosition, pSyncInfo.LastSyncUpdateRecvTime);
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}
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else
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{
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gPosSyncInfo = new PropertySyncInfo(SceneObjectPartSyncProperties.GroupPosition,
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part.GroupPosition, pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID);
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m_propertiesSyncInfo.Add(SceneObjectPartSyncProperties.GroupPosition, gPosSyncInfo);
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}
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if (part.PhysActor != null)
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{
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PropertySyncInfo posSyncInfo;
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if (m_propertiesSyncInfo.ContainsKey(SceneObjectPartSyncProperties.Position))
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{
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posSyncInfo = m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position];
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posSyncInfo.UpdateSyncInfoBySync(pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID, part.PhysActor.Position, pSyncInfo.LastSyncUpdateRecvTime);
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}
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else
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{
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posSyncInfo = new PropertySyncInfo(SceneObjectPartSyncProperties.Position,
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part.PhysActor.Position, pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID);
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m_propertiesSyncInfo.Add(SceneObjectPartSyncProperties.Position, posSyncInfo);
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}
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}
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//the above operation may change GroupPosition and PhysActor.Postiion
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//as well. so update their values
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}
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}
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//Do not call "part.CollisionSound =" to go through its set function.
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//We don't want the side effect of calling aggregateScriptEvents.
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private void SetSOPCollisionSound(SceneObjectPart part, UUID cSound)
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@ -6544,9 +6691,36 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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part.ScheduleFullUpdate(null);
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}
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private bool CompareAndUpdateSOPAbsolutePositionByLocal(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
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{
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SceneObjectPartSyncProperties property = SceneObjectPartSyncProperties.AbsolutePosition;
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bool propertyUpdatedByLocal = false;
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if (!part.ParentGroup.AbsolutePosition.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
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{
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if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
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{
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m_propertiesSyncInfo[property].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.ParentGroup.AbsolutePosition);
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propertyUpdatedByLocal = true;
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}
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else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
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{
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//overwrite SOG's data
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part.ParentGroup.AbsolutePosition = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
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}
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}
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//Since writing to AbsolutePosition also changes values of GroupPosition
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//and PhysActor.Postiion (these properties are different representations
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//of the same prim property), we also need to update the latter two.
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CompareAndUpdateSOPGroupPositionByLocal(part, lastUpdateByLocalTS, syncID);
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return propertyUpdatedByLocal;
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}
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//In SOP's implementation, GroupPosition and SOP.PhysActor.Position are
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//correlated. We need to make sure that they are both properly synced.
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private bool CompareAndUpdateSOPGroupPosition(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
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private bool CompareAndUpdateSOPGroupPositionByLocal(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
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{
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if (!part.GroupPosition.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateValue))
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{
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@ -6610,7 +6784,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return false;
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}
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private bool CompareAndUpdateSOPPosition(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
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private bool CompareAndUpdateSOPPositionByLocal(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
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{
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if (part.PhysActor == null)
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return false;
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@ -983,7 +983,8 @@ namespace OpenSim.Region.Framework.Scenes
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AttachToBackup();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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//m_rootPart.ScheduleFullUpdate();
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m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint,
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//m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint,
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m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition, SceneObjectPartSyncProperties.AttachmentPoint,
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SceneObjectPartSyncProperties.AttachedAvatar, SceneObjectPartSyncProperties.Flags}); //Physics properties, such as Position, OffsetPosition, etc, should be tainted in ApplyPhysics()
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m_rootPart.ClearUndoState();
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}
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@ -1011,6 +1012,10 @@ namespace OpenSim.Region.Framework.Scenes
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//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
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//AttachToBackup();
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//m_rootPart.ScheduleFullUpdate();
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//m_rootPart.ScheduleSyncUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint,
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m_rootPart.ScheduleSyncUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition, SceneObjectPartSyncProperties.AttachmentPoint,
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SceneObjectPartSyncProperties.AttachedAvatar, SceneObjectPartSyncProperties.Flags});
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}
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/// <summary>
|
||||
|
@ -2903,7 +2908,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
//we need to do a terse update even if the move wasn't allowed
|
||||
// so that the position is reset in the client (the object snaps back)
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition };
|
||||
//List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition };
|
||||
List<SceneObjectPartSyncProperties> updatedProperties = new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition };
|
||||
if (IsAttachment)
|
||||
{
|
||||
updatedProperties.Add(SceneObjectPartSyncProperties.AttachedPos);
|
||||
|
@ -2972,7 +2978,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
HasGroupChanged = true;
|
||||
//ScheduleGroupForTerseUpdate();
|
||||
ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position, SceneObjectPartSyncProperties.OffsetPosition});
|
||||
//ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position, SceneObjectPartSyncProperties.OffsetPosition});
|
||||
ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition, SceneObjectPartSyncProperties.OffsetPosition });
|
||||
}
|
||||
|
||||
public void OffsetForNewRegion(Vector3 offset)
|
||||
|
@ -3046,11 +3053,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (actor != null)
|
||||
{
|
||||
//RotationOffset is only updated for m_rootPart, and m_rootPart.UpdateRotation should already taint RotationOffset as updated
|
||||
ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Position, SceneObjectPartSyncProperties.Orientation });
|
||||
//ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Position, SceneObjectPartSyncProperties.Orientation });
|
||||
ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition, SceneObjectPartSyncProperties.Orientation });
|
||||
}
|
||||
else
|
||||
{
|
||||
ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Position });
|
||||
//ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.Position });
|
||||
ScheduleGroupForTerseUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -2799,7 +2799,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPartSyncProperties.Position,
|
||||
SceneObjectPartSyncProperties.Orientation,
|
||||
SceneObjectPartSyncProperties.Velocity,
|
||||
SceneObjectPartSyncProperties.RotationalVelocity
|
||||
SceneObjectPartSyncProperties.RotationalVelocity,
|
||||
SceneObjectPartSyncProperties.PA_Acceleration
|
||||
});
|
||||
|
||||
//SendTerseUpdateToAllClients();
|
||||
|
@ -5037,6 +5038,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
VolumeDetectActive,
|
||||
|
||||
//Group properties
|
||||
AbsolutePosition,
|
||||
IsSelected,
|
||||
//Client Manager may want to add some property here that viewers care about and should be synchronized across actors
|
||||
|
||||
|
@ -5165,8 +5167,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public static HashSet<SceneObjectPartSyncProperties> GetGroupProperties()
|
||||
{
|
||||
HashSet<SceneObjectPartSyncProperties> allProperties = new HashSet<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.IsSelected};
|
||||
return allProperties;
|
||||
HashSet<SceneObjectPartSyncProperties> groupProperties = new HashSet<SceneObjectPartSyncProperties>();
|
||||
groupProperties.Add(SceneObjectPartSyncProperties.IsSelected);
|
||||
groupProperties.Add(SceneObjectPartSyncProperties.AbsolutePosition);
|
||||
return groupProperties;
|
||||
}
|
||||
|
||||
public static HashSet<SceneObjectPartSyncProperties> GetTerseUpdateProperties()
|
||||
|
@ -5181,41 +5185,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
allProperties.Add(SceneObjectPartSyncProperties.Orientation);
|
||||
allProperties.Add(SceneObjectPartSyncProperties.RotationalVelocity);
|
||||
allProperties.Add(SceneObjectPartSyncProperties.Position);
|
||||
allProperties.Add(SceneObjectPartSyncProperties.AbsolutePosition);
|
||||
|
||||
return allProperties;
|
||||
}
|
||||
|
||||
#endregion SceneObjectPartSyncProperties categorization
|
||||
|
||||
/*
|
||||
#region overridden SOPBase members
|
||||
public new IEntityInventory Inventory
|
||||
{
|
||||
get { return m_inventory; }
|
||||
}
|
||||
protected new SceneObjectPartInventory m_inventory;
|
||||
|
||||
/// <value>
|
||||
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
|
||||
/// </value>
|
||||
public new uint InventorySerial
|
||||
{
|
||||
get { return m_inventory.Serial; }
|
||||
set { m_inventory.Serial = value; }
|
||||
}
|
||||
|
||||
/// <value>
|
||||
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
|
||||
/// </value>
|
||||
public new TaskInventoryDictionary TaskInventory
|
||||
{
|
||||
get { return m_inventory.Items; }
|
||||
set { m_inventory.Items = value; }
|
||||
}
|
||||
|
||||
#endregion //overridden SOPBase members
|
||||
*/
|
||||
|
||||
#region overridden SOPBase functions
|
||||
//Implementation of ScheduleFullUpdate and ScheduleTerseUpdate for Bucket
|
||||
//based synchronization
|
||||
|
|
Loading…
Reference in New Issue