Fixed code so that when GroupPosition or Position is synced between PrimSyncInfoManager
and SOP, the other will be udpated properly as well. Also, in SOP.aggregateScriptEvents, add AggregateScriptEvents as one property that has changed.dsg
parent
b182e3bf30
commit
68375822cd
|
@ -1965,7 +1965,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
m_log.WarnFormat("SyncStateReport -- SOG: name {0}, UUID {1}, position {2}", sog.Name, sog.UUID, sog.AbsolutePosition);
|
m_log.WarnFormat("SyncStateReport -- SOG: name {0}, UUID {1}, position {2}", sog.Name, sog.UUID, sog.AbsolutePosition);
|
||||||
foreach (SceneObjectPart part in sog.Parts)
|
foreach (SceneObjectPart part in sog.Parts)
|
||||||
{
|
{
|
||||||
m_log.WarnFormat(" -- part {0}, UUID {1}, LocalID {2}, offset-position {3}", part.Name, part.UUID, part.LocalId, part.OffsetPosition);
|
Vector3 pos = Vector3.Zero;
|
||||||
|
if (part.PhysActor != null)
|
||||||
|
{
|
||||||
|
pos = part.PhysActor.Position;
|
||||||
|
}
|
||||||
|
m_log.WarnFormat(" -- part {0}, UUID {1}, LocalID {2}, GroupPos {3}, offset-position {4}, Position {5}, AggregateScriptEvents ={6}, Flags = {7}, LocalFlags {8}",
|
||||||
|
part.Name, part.UUID, part.LocalId, part.GroupPosition, part.OffsetPosition,
|
||||||
|
pos, part.AggregateScriptEvents, part.Flags, part.LocalFlags);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -5320,7 +5327,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
|
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[property].LastUpdateTimeStamp)
|
||||||
{
|
{
|
||||||
//overwrite SOP's data
|
//overwrite SOP's data
|
||||||
part.ClickAction = (byte)m_propertiesSyncInfo[property].LastUpdateValue;
|
SetSOPCollisionSound(part, (UUID)m_propertiesSyncInfo[property].LastUpdateValue);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -5506,6 +5513,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SceneObjectPartSyncProperties.GroupPosition:
|
case SceneObjectPartSyncProperties.GroupPosition:
|
||||||
|
/*
|
||||||
if (!part.GroupPosition.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
if (!part.GroupPosition.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
||||||
{
|
{
|
||||||
if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
|
if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
|
||||||
|
@ -5519,6 +5527,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
part.GroupPosition = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
|
part.GroupPosition = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
* */
|
||||||
|
propertyUpdatedByLocal = CompareAndUpdateSOPGroupPosition(part, lastUpdateByLocalTS, syncID);
|
||||||
break;
|
break;
|
||||||
case SceneObjectPartSyncProperties.InventorySerial:
|
case SceneObjectPartSyncProperties.InventorySerial:
|
||||||
if (!part.InventorySerial.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
if (!part.InventorySerial.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
||||||
|
@ -6134,6 +6144,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SceneObjectPartSyncProperties.Position:
|
case SceneObjectPartSyncProperties.Position:
|
||||||
|
/*
|
||||||
if (!part.PhysActor.Position.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
if (!part.PhysActor.Position.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
||||||
{
|
{
|
||||||
if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
|
if (lastUpdateByLocalTS > m_propertiesSyncInfo[property].LastUpdateTimeStamp)
|
||||||
|
@ -6147,6 +6158,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
part.PhysActor.Position = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
|
part.PhysActor.Position = (Vector3)m_propertiesSyncInfo[property].LastUpdateValue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
* */
|
||||||
|
propertyUpdatedByLocal = CompareAndUpdateSOPPosition(part, lastUpdateByLocalTS, syncID);
|
||||||
break;
|
break;
|
||||||
case SceneObjectPartSyncProperties.RotationalVelocity:
|
case SceneObjectPartSyncProperties.RotationalVelocity:
|
||||||
if (!part.PhysActor.RotationalVelocity.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
if (!part.PhysActor.RotationalVelocity.Equals(m_propertiesSyncInfo[property].LastUpdateValue))
|
||||||
|
@ -6466,7 +6479,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
part.ClickAction = (byte)pSyncInfo.LastUpdateValue;
|
part.ClickAction = (byte)pSyncInfo.LastUpdateValue;
|
||||||
break;
|
break;
|
||||||
case SceneObjectPartSyncProperties.CollisionSound:
|
case SceneObjectPartSyncProperties.CollisionSound:
|
||||||
part.CollisionSound = (UUID)pSyncInfo.LastUpdateValue;
|
//part.CollisionSound = (UUID)pSyncInfo.LastUpdateValue;
|
||||||
|
SetSOPCollisionSound(part, (UUID)pSyncInfo.LastUpdateValue);
|
||||||
break;
|
break;
|
||||||
case SceneObjectPartSyncProperties.CollisionSoundVolume:
|
case SceneObjectPartSyncProperties.CollisionSoundVolume:
|
||||||
part.CollisionSoundVolume = (float)pSyncInfo.LastUpdateValue;
|
part.CollisionSoundVolume = (float)pSyncInfo.LastUpdateValue;
|
||||||
|
@ -6674,6 +6688,101 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
|
||||||
//part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { property });
|
//part.ScheduleFullUpdate(new List<SceneObjectPartSyncProperties>() { property });
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//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)
|
||||||
|
{
|
||||||
|
if (part.UpdateCollisionSound(cSound))
|
||||||
|
{
|
||||||
|
part.ParentGroup.Scene.EventManager.TriggerAggregateScriptEvents(part);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//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)
|
||||||
|
{
|
||||||
|
if (!part.GroupPosition.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateValue))
|
||||||
|
{
|
||||||
|
if (lastUpdateByLocalTS > m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateTimeStamp)
|
||||||
|
{
|
||||||
|
//Update cached value with SOP.GroupPosition
|
||||||
|
m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.GroupPosition);
|
||||||
|
|
||||||
|
//Also may need to cached PhysActor.Position
|
||||||
|
if (part.PhysActor != null)
|
||||||
|
{
|
||||||
|
if (!part.PhysActor.Position.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateValue))
|
||||||
|
{
|
||||||
|
m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.PhysActor.Position);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateTimeStamp)
|
||||||
|
{
|
||||||
|
//overwrite SOP's data, set function of GroupPosition updates PhysActor.Position as well
|
||||||
|
part.GroupPosition = (Vector3)m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateValue;
|
||||||
|
|
||||||
|
//PhysActor.Position is just updated by setting GroupPosition
|
||||||
|
//above, so need to update the cached value of Position here.
|
||||||
|
if (part.PhysActor != null)
|
||||||
|
{
|
||||||
|
if (!part.PhysActor.Position.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateValue))
|
||||||
|
{
|
||||||
|
//Set the timestamp and syncID to be the same with GroupPosition
|
||||||
|
long lastUpdateTimestamp = m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateTimeStamp;
|
||||||
|
string lastUpdateSyncID = m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateSyncID;
|
||||||
|
m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].UpdateSyncInfoByLocal(lastUpdateTimestamp,
|
||||||
|
lastUpdateSyncID, (Object)part.PhysActor.Position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool CompareAndUpdateSOPPosition(SceneObjectPart part, long lastUpdateByLocalTS, string syncID)
|
||||||
|
{
|
||||||
|
if (part.PhysActor == null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (!part.PhysActor.Position.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateValue))
|
||||||
|
{
|
||||||
|
if (lastUpdateByLocalTS > m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateTimeStamp)
|
||||||
|
{
|
||||||
|
//Update SOP.PhysActor.Position
|
||||||
|
m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.PhysActor.Position);
|
||||||
|
|
||||||
|
//Also may need to update SOP.GroupPosition (especially for root parts)
|
||||||
|
if (!part.GroupPosition.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateValue))
|
||||||
|
{
|
||||||
|
//Update SOP.GroupPosition
|
||||||
|
m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].UpdateSyncInfoByLocal(lastUpdateByLocalTS, syncID, (Object)part.GroupPosition);
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else if (lastUpdateByLocalTS < m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateTimeStamp)
|
||||||
|
{
|
||||||
|
//overwrite PhysActor's data with the cached value
|
||||||
|
part.PhysActor.Position = (Vector3)m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateValue;
|
||||||
|
|
||||||
|
//GroupPosition may change due to PhysActor.Position changes,
|
||||||
|
//especially for root parts. Sync the value of GroupPosition.
|
||||||
|
if (!part.GroupPosition.Equals(m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].LastUpdateValue))
|
||||||
|
{
|
||||||
|
//Need to reset SOP.GroupPosition to the cached value here
|
||||||
|
//Set the timestamp and syncID to be the same with Position
|
||||||
|
long lastUpdateTimestamp = m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateTimeStamp;
|
||||||
|
string lastUpdateSyncID = m_propertiesSyncInfo[SceneObjectPartSyncProperties.Position].LastUpdateSyncID;
|
||||||
|
m_propertiesSyncInfo[SceneObjectPartSyncProperties.GroupPosition].UpdateSyncInfoByLocal(lastUpdateTimestamp,
|
||||||
|
lastUpdateSyncID, (Object)part.GroupPosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class PrimSyncInfoManager
|
public class PrimSyncInfoManager
|
||||||
|
|
|
@ -2337,6 +2337,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
List<SceneObjectPart> children = new List<SceneObjectPart>();
|
List<SceneObjectPart> children = new List<SceneObjectPart>();
|
||||||
SceneObjectPart root = GetSceneObjectPart(parentPrimId);
|
SceneObjectPart root = GetSceneObjectPart(parentPrimId);
|
||||||
|
|
||||||
|
//DSG DEBUG
|
||||||
|
m_log.Debug("Scene.LinkObjects -- ROOT: " + root.DebugObjectPartProperties());
|
||||||
|
|
||||||
if (root == null)
|
if (root == null)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId);
|
m_log.DebugFormat("[LINK]: Can't find linkset root prim {0}", parentPrimId);
|
||||||
|
@ -2356,6 +2359,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (part == null)
|
if (part == null)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
//DSG DEBUG
|
||||||
|
m_log.Debug("Scene.LinkObjects -- child to link: " + part.DebugObjectPartProperties());
|
||||||
|
|
||||||
if (!owners.Contains(part.OwnerID))
|
if (!owners.Contains(part.OwnerID))
|
||||||
owners.Add(part.OwnerID);
|
owners.Add(part.OwnerID);
|
||||||
|
|
||||||
|
|
|
@ -1291,7 +1291,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
//ScheduleGroupForFullUpdate();
|
//ScheduleGroupForFullUpdate();
|
||||||
ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){ SceneObjectPartSyncProperties.Flags}); //do we also need to synchronize SOG properties such as m_scriptListens_atRotTarget? (does any acotr other than script engine care about it?)
|
ScheduleGroupForFullUpdate(new List<SceneObjectPartSyncProperties>(){ SceneObjectPartSyncProperties.Flags, SceneObjectPartSyncProperties.AggregateScriptEvents}); //do we also need to synchronize SOG properties such as m_scriptListens_atRotTarget? (does any acotr other than script engine care about it?)
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetText(string text, Vector3 color, double alpha)
|
public void SetText(string text, Vector3 color, double alpha)
|
||||||
|
|
|
@ -6103,7 +6103,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
base.ScheduleFullUpdate(null);
|
base.ScheduleFullUpdate(null);
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool UpdateCollisionSound(UUID updatedCollisionSound)
|
public bool UpdateCollisionSound(UUID updatedCollisionSound)
|
||||||
{
|
{
|
||||||
if (this.CollisionSound != updatedCollisionSound)
|
if (this.CollisionSound != updatedCollisionSound)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue