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
Huaiyu (Kitty) Liu 2011-06-14 14:53:12 -07:00
parent 6dc15dcb0c
commit 57a42508ec
4 changed files with 214 additions and 55 deletions

View File

@ -1614,7 +1614,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
grp.OffsetForNewRegion(oldGroupPosition);
//grp.ScheduleGroupForFullUpdate();
grp.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.Position});
grp.ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){SceneObjectPartSyncProperties.GroupPosition});
}
}

View File

@ -1392,6 +1392,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
///////////////////////
//SOG properties
///////////////////////
case SceneObjectPartSyncProperties.AbsolutePosition:
estimateBytes += ((Vector3)propertySyncInfo.LastUpdateValue).GetBytes().Length;
break;
case SceneObjectPartSyncProperties.IsSelected:
//propertyData["Value"] = OSD.FromBoolean((bool)LastUpdateValue);
estimateBytes += 1;
@ -1866,12 +1869,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
m_log.DebugFormat("Shape to be changed on SOP {0}, {1} to ProfileShape {2}", sop.Name, sop.UUID, shape.ProfileShape);
}
}
m_log.DebugFormat("ms {0}: HandleUpdatedPrimProperties, for prim {1},{2} with updated properties -- {3}", DateTime.Now.Millisecond, sop.Name, sop.UUID, pString);
* */
//m_log.DebugFormat("ms {0}: HandleUpdatedPrimProperties, for prim {1},{2} with updated properties -- {3}", DateTime.Now.Millisecond, sop.Name, sop.UUID, pString);
List<SceneObjectPartSyncProperties> propertiesUpdated = m_primSyncInfoManager.UpdatePrimSyncInfoBySync(sop, propertiesSyncInfo);
//SYNC DEBUG
@ -1904,13 +1906,26 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
break;
}
}
if (allTerseUpdates)
bool hasGroupUpdates = false;
if (PrimSyncInfo.GroupProperties.Overlaps(propertiesUpdated))
{
hasGroupUpdates = true;
}
if (!hasGroupUpdates || sop.ParentGroup == null)
{
if (allTerseUpdates)
sop.ScheduleTerseUpdate(null);
else
sop.ScheduleFullUpdate(null);
}
else
{
sop.ScheduleFullUpdate(null);
if (allTerseUpdates)
sop.ParentGroup.ScheduleGroupForTerseUpdate(null);
else
sop.ParentGroup.ScheduleGroupForFullUpdate(null);
}
}
}
@ -3084,6 +3099,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//Enqueue the prim with the set of updated properties, excluding the group properties
if (propertiesWithSyncInfoUpdated.Count > 0)
{
/*
lock (m_primPropertyUpdateLock)
{
if (m_primPropertyUpdates.ContainsKey(part.UUID))
@ -3093,14 +3109,62 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//Include the "property" into the list of updated properties.
//HashSet's Add function should handle it correctly whether the property
//is or is not in the set.
//If it's a group property, only add it to the RootPart's
//updated property queue, to avoid too many prim updates.
//For all non-group properties, simply add it to the prim's
//updated property queue.
if (!PrimSyncInfo.GroupProperties.Contains(property) ||
(PrimSyncInfo.GroupProperties.Contains(property) && part.UUID.Equals(part.ParentGroup.RootPart.UUID)))
{
m_primPropertyUpdates[part.UUID].Add(property);
}
}
}
else
{
m_primPropertyUpdates.Add(part.UUID, propertiesWithSyncInfoUpdated);
}
}
* */
EnqueueUpdatedProperty(part, propertiesWithSyncInfoUpdated);
}
}
private void EnqueueUpdatedProperty(SceneObjectPart part, HashSet<SceneObjectPartSyncProperties> propertiesWithSyncInfoUpdated)
{
lock (m_primPropertyUpdateLock)
{
if (m_primPropertyUpdates.ContainsKey(part.UUID))
{
foreach (SceneObjectPartSyncProperties property in propertiesWithSyncInfoUpdated)
{
//Include the "property" into the list of updated properties.
//HashSet's Add function should handle it correctly whether the property
//is or is not in the set.
//If it's a group property, only add it to the RootPart's
//updated property queue, to avoid too many prim updates.
//For all non-group properties, simply add it to the prim's
//updated property queue.
if (!PrimSyncInfo.GroupProperties.Contains(property) ||
(PrimSyncInfo.GroupProperties.Contains(property) && part.UUID.Equals(part.ParentGroup.RootPart.UUID)))
{
m_primPropertyUpdates[part.UUID].Add(property);
}
}
}
else
{
//If it's a group property and the part is not the RootPart,
//do not enlist the property.
if (!part.UUID.Equals(part.ParentGroup.RootPart.UUID))
{
propertiesWithSyncInfoUpdated.ExceptWith(PrimSyncInfo.GroupProperties);
}
m_primPropertyUpdates.Add(part.UUID, propertiesWithSyncInfoUpdated);
}
}
}
@ -3126,6 +3190,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//Enqueue the prim with the set of updated properties
if (propertiesToSync.Count > 0)
{
/*
lock (m_primPropertyUpdateLock)
{
if (m_primPropertyUpdates.ContainsKey(part.UUID))
@ -3135,14 +3200,21 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//Include the "property" into the list of updated properties.
//HashSet's Add function should handle it correctly whether the property
//is or is not in the set.
if (!PrimSyncInfo.GroupProperties.Contains(property) ||
(PrimSyncInfo.GroupProperties.Contains(property) && part.UUID.Equals(part.ParentGroup.RootPart.UUID)))
{
m_primPropertyUpdates[part.UUID].Add(property);
}
}
}
else
{
m_primPropertyUpdates.Add(part.UUID, propertiesToSync);
}
}
* */
EnqueueUpdatedProperty(part, propertiesToSync);
}
}
@ -4006,6 +4078,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
///////////////////////
//SOG properties
///////////////////////
case SceneObjectPartSyncProperties.AbsolutePosition:
propertyData["Value"] = OSD.FromVector3((Vector3)LastUpdateValue);
break;
case SceneObjectPartSyncProperties.IsSelected:
propertyData["Value"] = OSD.FromBoolean((bool)LastUpdateValue);
break;
@ -4253,6 +4328,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
///////////////////////
//SOG properties
///////////////////////
case SceneObjectPartSyncProperties.AbsolutePosition:
m_lastUpdateValue = (Object)(propertyData["Value"].AsVector3());
break;
case SceneObjectPartSyncProperties.IsSelected:
//propertyData["Value"] = OSD.FromBoolean((bool)LastUpdateValue);
m_lastUpdateValue = (Object)(propertyData["Value"].AsBoolean());
@ -4746,6 +4824,10 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
foreach (SceneObjectPartSyncProperties property in GroupProperties)
{
SetSOPPropertyValue(sop, property);
if (property == SceneObjectPartSyncProperties.AbsolutePosition)
{
}
}
}
@ -5240,7 +5322,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
break;
case SceneObjectPartSyncProperties.GroupPosition:
propertyUpdatedByLocal = CompareAndUpdateSOPGroupPosition(part, lastUpdateByLocalTS, syncID);
propertyUpdatedByLocal = CompareAndUpdateSOPGroupPositionByLocal(part, lastUpdateByLocalTS, syncID);
break;
case SceneObjectPartSyncProperties.InventorySerial:
if (!part.InventorySerial.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
@ -5886,7 +5968,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
break;
case SceneObjectPartSyncProperties.Position:
propertyUpdatedByLocal = CompareAndUpdateSOPPosition(part, lastUpdateByLocalTS, syncID);
propertyUpdatedByLocal = CompareAndUpdateSOPPositionByLocal(part, lastUpdateByLocalTS, syncID);
break;
case SceneObjectPartSyncProperties.RotationalVelocity:
if (!part.PhysActor.RotationalVelocity.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
@ -5937,6 +6019,24 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
///////////////////////
//SOG properties
///////////////////////
case SceneObjectPartSyncProperties.AbsolutePosition:
/*
if (!part.ParentGroup.AbsolutePosition.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
{
if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
{
m_propertiesSyncInfo[property].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.ParentGroup.AbsolutePosition);
propertyUpdatedByLocal = true;
}
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
{
//overwrite SOG's data
part.ParentGroup.AbsolutePosition = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
}
}
* */
propertyUpdatedByLocal = CompareAndUpdateSOPAbsolutePositionByLocal(part, lastUpdateByLocalTS, syncID);
break;
case SceneObjectPartSyncProperties.IsSelected:
if (!part.ParentGroup.IsSelected.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
{
@ -5947,7 +6047,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
}
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
{
//overwrite PhysActor's data
//overwrite SOG's data
part.ParentGroup.IsSelected = (bool)m_propertiesSyncInfo[property].LastUpdateValue;
}
}
@ -6160,6 +6260,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
///////////////////////
//SOG properties
///////////////////////
case SceneObjectPartSyncProperties.AbsolutePosition:
return (Object)part.ParentGroup.AbsolutePosition;
case SceneObjectPartSyncProperties.IsSelected:
return (Object)part.ParentGroup.IsSelected;
}
@ -6169,21 +6271,24 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
/// <summary>
/// Set the property's value based on the value maintained in PrimSyncInfoManager.
/// Assumption: caller will call ScheduleFullUpdate to enqueue updates properly.
/// Assumption: caller will call ScheduleFullUpdate to enqueue updates properly to
/// update viewers.
/// This function should only be triggered when a prim update is received (i.e.
/// triggered by remote update instead of local update).
/// </summary>
/// <param name="part"></param>
/// <param name="property"></param>
private void SetSOPPropertyValue(SceneObjectPart part, SceneObjectPartSyncProperties property)
{
if (part == null) return;
if (!m_propertiesSyncInfo.ContainsKey(property) && part.PhysActor == null){
if (PrimPhysActorProperties.Contains(property) && !m_propertiesSyncInfo.ContainsKey(property) && part.PhysActor == null){
//DebugLog.WarnFormat("SetSOPPropertyValue: property {0} not in record.", property.ToString());
//For phantom prims, they don't have physActor properties,
//so for those properties, simply return
return;
}
if (!m_propertiesSyncInfo.ContainsKey(property) && part.PhysActor != null)
if (!m_propertiesSyncInfo.ContainsKey(property))
{
DebugLog.WarnFormat("PrimSyncInfo.SetSOPPropertyValue: property {0} not in sync cache. ", property);
return;
@ -6504,6 +6609,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
///////////////////////
//SOG properties
///////////////////////
case SceneObjectPartSyncProperties.AbsolutePosition:
SetSOPAbsolutePosition(part, pSyncInfo);
break;
case SceneObjectPartSyncProperties.IsSelected:
if (part.ParentGroup != null)
part.ParentGroup.IsSelected = (bool)pSyncInfo.LastUpdateValue;
@ -6514,6 +6622,45 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
//part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { property });
}
private void SetSOPAbsolutePosition(SceneObjectPart part, PropertySyncInfo pSyncInfo)
{
if (part.ParentGroup != null)
{
part.ParentGroup.AbsolutePosition = (Vector3)pSyncInfo.LastUpdateValue;
PropertySyncInfo gPosSyncInfo;
if (m_propertiesSyncInfo.ContainsKey(SceneObjectPartSyncProperties.GroupPosition))
{
gPosSyncInfo = m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition];
gPosSyncInfo.UpdateSyncInfoBySync(pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID, part.GroupPosition, pSyncInfo.LastSyncUpdateRecvTime);
}
else
{
gPosSyncInfo = new PropertySyncInfo(SceneObjectPartSyncProperties.GroupPosition,
part.GroupPosition, pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID);
m_propertiesSyncInfo.Add(SceneObjectPartSyncProperties.GroupPosition, gPosSyncInfo);
}
if (part.PhysActor != null)
{
PropertySyncInfo posSyncInfo;
if (m_propertiesSyncInfo.ContainsKey(SceneObjectPartSyncProperties.Position))
{
posSyncInfo = m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position];
posSyncInfo.UpdateSyncInfoBySync(pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID, part.PhysActor.Position, pSyncInfo.LastSyncUpdateRecvTime);
}
else
{
posSyncInfo = new PropertySyncInfo(SceneObjectPartSyncProperties.Position,
part.PhysActor.Position, pSyncInfo.LastUpdateTimeStamp, pSyncInfo.LastUpdateSyncID);
m_propertiesSyncInfo.Add(SceneObjectPartSyncProperties.Position, posSyncInfo);
}
}
//the above operation may change GroupPosition and PhysActor.Postiion
//as well. so update their values
}
}
//Do not call "part.CollisionSound =" to go through its set function.
//We don't want the side effect of calling aggregateScriptEvents.
private void SetSOPCollisionSound(SceneObjectPart part, UUID cSound)
@ -6544,9 +6691,36 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
part.ScheduleFullUpdate(null);
}
private bool CompareAndUpdateSOPAbsolutePositionByLocal(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
{
SceneObjectPartSyncProperties property = SceneObjectPartSyncProperties.AbsolutePosition;
bool propertyUpdatedByLocal = false;
if (!part.ParentGroup.AbsolutePosition.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
{
if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
{
m_propertiesSyncInfo[property].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.ParentGroup.AbsolutePosition);
propertyUpdatedByLocal = true;
}
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
{
//overwrite SOG's data
part.ParentGroup.AbsolutePosition = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
}
}
//Since writing to AbsolutePosition also changes values of GroupPosition
//and PhysActor.Postiion (these properties are different representations
//of the same prim property), we also need to update the latter two.
CompareAndUpdateSOPGroupPositionByLocal(part, lastUpdateByLocalTS, syncID);
return propertyUpdatedByLocal;
}
//In SOP's implementation, GroupPosition and SOP.PhysActor.Position are
//correlated. We need to make sure that they are both properly synced.
private bool CompareAndUpdateSOPGroupPosition(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
private bool CompareAndUpdateSOPGroupPositionByLocal(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
{
if (!part.GroupPosition.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateValue))
{
@ -6610,7 +6784,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
return false;
}
private bool CompareAndUpdateSOPPosition(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
private bool CompareAndUpdateSOPPositionByLocal(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
{
if (part.PhysActor == null)
return false;

View File

@ -983,7 +983,8 @@ namespace OpenSim.Region.Framework.Scenes
AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted();
//m_rootPart.ScheduleFullUpdate();
m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint,
//m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint,
m_rootPart.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition, SceneObjectPartSyncProperties.AttachmentPoint,
SceneObjectPartSyncProperties.AttachedAvatar, SceneObjectPartSyncProperties.Flags}); //Physics properties, such as Position, OffsetPosition, etc, should be tainted in ApplyPhysics()
m_rootPart.ClearUndoState();
}
@ -1011,6 +1012,10 @@ namespace OpenSim.Region.Framework.Scenes
//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
//AttachToBackup();
//m_rootPart.ScheduleFullUpdate();
//m_rootPart.ScheduleSyncUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.GroupPosition, SceneObjectPartSyncProperties.AttachmentPoint,
m_rootPart.ScheduleSyncUpdate(new List<SceneObjectPartSyncProperties>() { SceneObjectPartSyncProperties.AbsolutePosition, SceneObjectPartSyncProperties.AttachmentPoint,
SceneObjectPartSyncProperties.AttachedAvatar, SceneObjectPartSyncProperties.Flags});
}
/// <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});
}
}

View File

@ -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