diff --git a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs index acac89aa00..e10292d5ec 100755 --- a/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs +++ b/OpenSim/Region/CoreModules/RegionSync/RegionSyncModule/SymmetricSync/ScriptEngineSyncModule.cs @@ -91,8 +91,9 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule //for local OnUpdateScript, we'll handle it the same way as a remove OnUpdateScript. //RegionSyncModule will capture a locally initiated OnUpdateScript event and publish it to other actors. m_scene.EventManager.OnNewScript += ScriptEngine_OnNewScript; - m_scene.EventManager.OnUpdateScript += ScriptEngine_OnUpdateScript; - //m_scene.EventManager.OnUpdateScriptBySync += ScriptEngine_OnUpdateScript; + m_scene.EventManager.OnUpdateScript += ScriptEngine_OnUpdateScript; + + m_scene.EventManager.OnAggregateScriptEvents += ScriptEngine_OnAggregateScriptEvents; LogHeader += "-" + m_actorID + "-" + m_scene.RegionInfo.RegionName; } @@ -200,6 +201,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule m_scene.SymSync_OnUpdateScript(agentID, itemID, primID, isScriptRunning, newAssetID); } + public void ScriptEngine_OnAggregateScriptEvents(SceneObjectPart part) + { + part.aggregateScriptEvents(); + } + #endregion //ScriptEngineSyncModule } diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 0d5d3a749e..d5f5cc93d3 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -2528,6 +2528,28 @@ namespace OpenSim.Region.Framework.Scenes } } + public delegate void AggregateScriptEvents(SceneObjectPart part); + public event AggregateScriptEvents OnAggregateScriptEvents; + public void TriggerAggregateScriptEvents(SceneObjectPart part) + { + AggregateScriptEvents handlerAggregateScriptEvents = OnAggregateScriptEvents; + if (handlerAggregateScriptEvents != null) + { + foreach (AggregateScriptEvents d in handlerAggregateScriptEvents.GetInvocationList()) + { + try + { + d(part); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[EVENT MANAGER]: Delegate for TriggerAggregateScriptEvents failed - continuing. {0} {1}", + e.Message, e.StackTrace); + } + } + } + } //end of SYMMETRIC SYNC } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index bb1669bb6f..fb6e231885 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4962,6 +4962,8 @@ namespace OpenSim.Region.Framework.Scenes } } + private Object propertyUpdateLock = new Object(); + //!!!!!! -- TODO: //!!!!!! -- We should call UpdateXXX functions to update each property, cause some of such updates involves sanity checking. public Scene.ObjectUpdateResult UpdateAllProperties(SceneObjectPart updatedPart) @@ -5005,72 +5007,96 @@ namespace OpenSim.Region.Framework.Scenes //Otherwise, our timestamp is less up to date, update the prim with the received copy Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Updated; + bool collisionSoundUpdated = false; + lock (propertyUpdateLock) + { - //See SceneObjectSerializer for the properties that are included in a serialized SceneObjectPart. - this.AllowedDrop = updatedPart.AllowedDrop; - this.CreatorID = updatedPart.CreatorID; - this.CreatorData = updatedPart.CreatorData; - this.FolderID = updatedPart.FolderID; - this.InventorySerial = updatedPart.InventorySerial; - this.TaskInventory = updatedPart.TaskInventory; - //Following two properties, UUID and LocalId, shall not be updated. - //this.UUID - //this.LocalId - this.Name = updatedPart.Name; - this.Material = updatedPart.Material; - this.PassTouches = updatedPart.PassTouches; - //RegionHandle shall not be copied, since updatedSog is sent by a different actor, which has a different local region - //this.RegionHandle - this.ScriptAccessPin = updatedPart.ScriptAccessPin; - this.GroupPosition = updatedPart.GroupPosition; - this.OffsetPosition = updatedPart.OffsetPosition; - this.RotationOffset = updatedPart.RotationOffset; - this.Velocity = updatedPart.Velocity; - this.AngularVelocity = updatedPart.AngularVelocity; - this.Acceleration = updatedPart.Acceleration; - this.Description = updatedPart.Description; - this.Color = updatedPart.Color; - this.Text = updatedPart.Text; - this.SitName = updatedPart.SitName; - this.TouchName = updatedPart.TouchName; - this.LinkNum = updatedPart.LinkNum; - this.ClickAction = updatedPart.ClickAction; - this.Shape = updatedPart.Shape; - this.Scale = updatedPart.Scale; - this.UpdateFlag = updatedPart.UpdateFlag; - this.SitTargetOrientation = updatedPart.SitTargetOrientation; - this.SitTargetPosition = updatedPart.SitTargetPosition; - this.SitTargetPositionLL = updatedPart.SitTargetPositionLL; - this.SitTargetOrientationLL = updatedPart.SitTargetOrientationLL; - //ParentID should still point to the rootpart in the local sog, do not update. If the root part changed, we will update it in SceneObjectGroup.UpdateObjectProperties() - //this.ParentID; - this.CreationDate = updatedPart.CreationDate; - this.Category = updatedPart.Category; - this.SalePrice = updatedPart.SalePrice; - this.ObjectSaleType = updatedPart.ObjectSaleType; - this.OwnershipCost = updatedPart.OwnershipCost; - this.GroupID = updatedPart.GroupID; - this.OwnerID = updatedPart.OwnerID; - this.LastOwnerID = updatedPart.LastOwnerID; - this.BaseMask = updatedPart.BaseMask; - this.OwnerMask = updatedPart.OwnerMask; - this.GroupMask = updatedPart.GroupMask; - this.EveryoneMask = updatedPart.EveryoneMask; - this.NextOwnerMask = updatedPart.NextOwnerMask; - this.Flags = updatedPart.Flags; - this.CollisionSound = updatedPart.CollisionSound; - this.CollisionSoundVolume = updatedPart.CollisionSoundVolume; - this.MediaUrl = updatedPart.MediaUrl; - this.TextureAnimation = updatedPart.TextureAnimation; - this.ParticleSystem = updatedPart.ParticleSystem; + //See SceneObjectSerializer for the properties that are included in a serialized SceneObjectPart. + this.AllowedDrop = updatedPart.AllowedDrop; + this.CreatorID = updatedPart.CreatorID; + this.CreatorData = updatedPart.CreatorData; + this.FolderID = updatedPart.FolderID; + this.InventorySerial = updatedPart.InventorySerial; + this.TaskInventory = updatedPart.TaskInventory; + //Following two properties, UUID and LocalId, shall not be updated. + //this.UUID + //this.LocalId + this.Name = updatedPart.Name; + this.Material = updatedPart.Material; + this.PassTouches = updatedPart.PassTouches; + //RegionHandle shall not be copied, since updatedSog is sent by a different actor, which has a different local region + //this.RegionHandle + this.ScriptAccessPin = updatedPart.ScriptAccessPin; + this.GroupPosition = updatedPart.GroupPosition; + this.OffsetPosition = updatedPart.OffsetPosition; + this.RotationOffset = updatedPart.RotationOffset; + this.Velocity = updatedPart.Velocity; + this.AngularVelocity = updatedPart.AngularVelocity; + this.Acceleration = updatedPart.Acceleration; + this.Description = updatedPart.Description; + this.Color = updatedPart.Color; + this.Text = updatedPart.Text; + this.SitName = updatedPart.SitName; + this.TouchName = updatedPart.TouchName; + this.LinkNum = updatedPart.LinkNum; + this.ClickAction = updatedPart.ClickAction; + this.Shape = updatedPart.Shape; + this.Scale = updatedPart.Scale; + this.UpdateFlag = updatedPart.UpdateFlag; + this.SitTargetOrientation = updatedPart.SitTargetOrientation; + this.SitTargetPosition = updatedPart.SitTargetPosition; + this.SitTargetPositionLL = updatedPart.SitTargetPositionLL; + this.SitTargetOrientationLL = updatedPart.SitTargetOrientationLL; + //ParentID should still point to the rootpart in the local sog, do not update. If the root part changed, we will update it in SceneObjectGroup.UpdateObjectProperties() + //this.ParentID; + this.CreationDate = updatedPart.CreationDate; + this.Category = updatedPart.Category; + this.SalePrice = updatedPart.SalePrice; + this.ObjectSaleType = updatedPart.ObjectSaleType; + this.OwnershipCost = updatedPart.OwnershipCost; + this.GroupID = updatedPart.GroupID; + this.OwnerID = updatedPart.OwnerID; + this.LastOwnerID = updatedPart.LastOwnerID; + this.BaseMask = updatedPart.BaseMask; + this.OwnerMask = updatedPart.OwnerMask; + this.GroupMask = updatedPart.GroupMask; + this.EveryoneMask = updatedPart.EveryoneMask; + this.NextOwnerMask = updatedPart.NextOwnerMask; + this.Flags = updatedPart.Flags; - //Update the timestamp and LastUpdatedByActorID first. - this.m_lastUpdateActorID = updatedPart.LastUpdateActorID; - this.m_lastUpdateTimeStamp = updatedPart.LastUpdateTimeStamp; + //We will update CollisionSound with special care so that it does not lead to ScheduleFullUpdate of this part, to make the actor think it just made an update and + //need to propogate that update to other actors. + //this.CollisionSound = updatedPart.CollisionSound; + collisionSoundUpdated = UpdateCollisionSound(updatedPart.CollisionSound); + + this.CollisionSoundVolume = updatedPart.CollisionSoundVolume; + this.MediaUrl = updatedPart.MediaUrl; + this.TextureAnimation = updatedPart.TextureAnimation; + this.ParticleSystem = updatedPart.ParticleSystem; + + //Update the timestamp and LastUpdatedByActorID first. + this.m_lastUpdateActorID = updatedPart.LastUpdateActorID; + this.m_lastUpdateTimeStamp = updatedPart.LastUpdateTimeStamp; + } + + if (collisionSoundUpdated) + { + m_parentGroup.Scene.EventManager.TriggerAggregateScriptEvents(this); + } return partUpdateResult; } + private bool UpdateCollisionSound(UUID updatedCollisionSound) + { + if (this.CollisionSound != updatedCollisionSound) + { + m_collisionSound = updatedCollisionSound; + return true; + } + return false; + } + /// /// Schedules this prim for a full update, without changing the timestamp or actorID (info on when and who modified any property). /// NOTE: this is the same as the original SceneObjectPart.ScheduleFullUpdate().