refactor: Use m_sittingAvatars to maintain the list of sitting avatars instead of two independent structures that do exactly the same thing
m_sittingAvatars code also already properly handles locking to avoid races.0.8.0.3
parent
91b7679db9
commit
6ac9c9c972
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@ -121,7 +121,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_hasGroupChanged = false;
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private long timeFirstChanged;
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private long timeLastChanged;
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private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
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/// <summary>
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/// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
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@ -484,7 +483,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_rootPart.KeyframeMotion.StartCrossingCheck();
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bool canCross = true;
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foreach (ScenePresence av in m_linkedAvatars)
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foreach (ScenePresence av in GetSittingAvatars())
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{
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// We need to cross these agents. First, let's find
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// out if any of them can't cross for some reason.
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@ -511,7 +510,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
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foreach (ScenePresence av in m_linkedAvatars)
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foreach (ScenePresence av in GetSittingAvatars())
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{
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avtocrossInfo avinfo = new avtocrossInfo();
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SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
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@ -838,7 +837,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// No avatar should appear more than once in this list.
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/// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
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/// </remarks>
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protected internal List<UUID> m_sittingAvatars = new List<UUID>();
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protected internal List<ScenePresence> m_sittingAvatars = new List<ScenePresence>();
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#endregion
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@ -1281,46 +1280,6 @@ namespace OpenSim.Region.Framework.Scenes
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part.ParentID = m_rootPart.LocalId;
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part.ClearUndoState();
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}
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/// <summary>
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/// Add the avatar to this linkset (avatar is sat).
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/// </summary>
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/// <param name="agentID"></param>
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public void AddAvatar(UUID agentID)
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{
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(agentID, out presence))
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{
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if (!m_linkedAvatars.Contains(presence))
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{
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m_linkedAvatars.Add(presence);
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}
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}
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}
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/// <summary>
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/// Delete the avatar from this linkset (avatar is unsat).
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/// </summary>
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/// <param name="agentID"></param>
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public void DeleteAvatar(UUID agentID)
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{
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(agentID, out presence))
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{
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if (m_linkedAvatars.Contains(presence))
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{
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m_linkedAvatars.Remove(presence);
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}
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}
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}
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/// <summary>
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/// Returns the list of linked presences (avatars sat on this group)
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/// </summary>
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/// <param name="agentID"></param>
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public List<ScenePresence> GetLinkedAvatars()
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{
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return m_linkedAvatars;
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}
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public ushort GetTimeDilation()
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{
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@ -1714,8 +1673,7 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.Backup = false;
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dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
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dupe.m_sittingAvatars = new List<UUID>();
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dupe.m_linkedAvatars = new List<ScenePresence>();
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dupe.m_sittingAvatars = new List<ScenePresence>();
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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@ -3833,10 +3791,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// down after it move one place down the list.
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/// </remarks>
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/// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns>
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public List<UUID> GetSittingAvatars()
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public List<ScenePresence> GetSittingAvatars()
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{
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lock (m_sittingAvatars)
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return new List<UUID>(m_sittingAvatars);
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return new List<ScenePresence>(m_sittingAvatars);
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}
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/// <summary>
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@ -1299,7 +1299,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
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/// </value>
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private HashSet<UUID> m_sittingAvatars;
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private HashSet<ScenePresence> m_sittingAvatars;
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public virtual UUID RegionID
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{
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@ -1803,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
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Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
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dupe.Shape.ExtraParams = extraP;
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dupe.m_sittingAvatars = new HashSet<OpenMetaverse.UUID>();
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dupe.m_sittingAvatars = new HashSet<ScenePresence>();
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// safeguard actual copy is done in sog.copy
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dupe.KeyframeMotion = null;
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@ -4917,19 +4917,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// true if the avatar was not already recorded, false otherwise.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool AddSittingAvatar(UUID avatarId)
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protected internal bool AddSittingAvatar(ScenePresence sp)
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{
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lock (ParentGroup.m_sittingAvatars)
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{
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if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
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SitTargetAvatar = avatarId;
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SitTargetAvatar = sp.UUID;
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if (m_sittingAvatars == null)
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m_sittingAvatars = new HashSet<UUID>();
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m_sittingAvatars = new HashSet<ScenePresence>();
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if (m_sittingAvatars.Add(avatarId))
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if (m_sittingAvatars.Add(sp))
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{
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ParentGroup.m_sittingAvatars.Add(avatarId);
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ParentGroup.m_sittingAvatars.Add(sp);
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return true;
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}
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@ -4946,22 +4946,22 @@ namespace OpenSim.Region.Framework.Scenes
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/// true if the avatar was present and removed, false if it was not present.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool RemoveSittingAvatar(UUID avatarId)
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protected internal bool RemoveSittingAvatar(ScenePresence sp)
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{
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lock (ParentGroup.m_sittingAvatars)
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{
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if (SitTargetAvatar == avatarId)
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if (SitTargetAvatar == sp.UUID)
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SitTargetAvatar = UUID.Zero;
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if (m_sittingAvatars == null)
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return false;
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if (m_sittingAvatars.Remove(avatarId))
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if (m_sittingAvatars.Remove(sp))
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{
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if (m_sittingAvatars.Count == 0)
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m_sittingAvatars = null;
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ParentGroup.m_sittingAvatars.Remove(avatarId);
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ParentGroup.m_sittingAvatars.Remove(sp);
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return true;
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}
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@ -4975,14 +4975,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns>A hashset of the sitting avatars. Returns null if there are no sitting avatars.</returns>
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public HashSet<UUID> GetSittingAvatars()
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public HashSet<ScenePresence> GetSittingAvatars()
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{
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lock (ParentGroup.m_sittingAvatars)
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{
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if (m_sittingAvatars == null)
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return null;
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else
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return new HashSet<UUID>(m_sittingAvatars);
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return new HashSet<ScenePresence>(m_sittingAvatars);
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}
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}
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@ -1022,8 +1022,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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part.ParentGroup.AddAvatar(UUID);
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part.AddSittingAvatar(UUID);
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part.AddSittingAvatar(this);
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if (part.SitTargetPosition != Vector3.Zero)
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part.SitTargetAvatar = UUID;
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// ParentPosition = part.GetWorldPosition();
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@ -2522,7 +2521,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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part.ParentGroup.DeleteAvatar(UUID);
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Vector3 sitPartWorldPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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@ -2578,7 +2576,7 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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part.RemoveSittingAvatar(this);
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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@ -2688,7 +2686,7 @@ namespace OpenSim.Region.Framework.Scenes
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Velocity = Vector3.Zero;
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part.AddSittingAvatar(UUID);
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part.AddSittingAvatar(this);
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cameraAtOffset = part.GetCameraAtOffset();
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cameraEyeOffset = part.GetCameraEyeOffset();
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@ -2821,7 +2819,7 @@ namespace OpenSim.Region.Framework.Scenes
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Velocity = Vector3.Zero;
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part.AddSittingAvatar(UUID);
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part.AddSittingAvatar(this);
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Vector3 cameraAtOffset = part.GetCameraAtOffset();
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Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
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@ -2836,7 +2834,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_pos = offset;
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m_requestedSitTargetID = 0;
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part.ParentGroup.AddAvatar(UUID);
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ParentPart = part;
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ParentID = part.LocalId;
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@ -2936,7 +2933,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
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}
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part.ParentGroup.AddAvatar(UUID);
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ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
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ParentID = m_requestedSitTargetID;
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m_AngularVelocity = Vector3.Zero;
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@ -172,7 +172,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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so1PostCross = sceneB.GetSceneObjectGroup(so1Id);
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Assert.NotNull(so1PostCross);
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Assert.AreEqual(1, so1PostCross.GetSittingAvatarsCount());
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Assert.AreEqual(1, so1PostCross.GetLinkedAvatars().Count);
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}
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Vector3 so1PostCrossPos = so1PostCross.AbsolutePosition;
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@ -198,7 +197,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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SceneObjectGroup so1PostReCross = sceneA.GetSceneObjectGroup(so1Id);
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Assert.NotNull(so1PostReCross);
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Assert.AreEqual(1, so1PostReCross.GetSittingAvatarsCount());
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Assert.AreEqual(1, so1PostReCross.GetLinkedAvatars().Count);
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}
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}
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@ -93,9 +93,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
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HashSet<UUID> sittingAvatars = part.GetSittingAvatars();
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HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars();
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Assert.That(sittingAvatars.Count, Is.EqualTo(1));
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Assert.That(sittingAvatars.Contains(m_sp.UUID));
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Assert.That(sittingAvatars.Contains(m_sp));
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Assert.That(m_sp.ParentID, Is.EqualTo(part.LocalId));
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}
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@ -151,9 +151,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(m_sp.PhysicsActor, Is.Null);
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Assert.That(part.GetSittingAvatarsCount(), Is.EqualTo(1));
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HashSet<UUID> sittingAvatars = part.GetSittingAvatars();
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HashSet<ScenePresence> sittingAvatars = part.GetSittingAvatars();
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Assert.That(sittingAvatars.Count, Is.EqualTo(1));
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Assert.That(sittingAvatars.Contains(m_sp.UUID));
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Assert.That(sittingAvatars.Contains(m_sp));
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m_sp.StandUp();
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@ -335,14 +335,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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int actualPrimCount = part.ParentGroup.PrimCount;
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List<UUID> sittingAvatarIds = part.ParentGroup.GetSittingAvatars();
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int adjustedPrimCount = actualPrimCount + sittingAvatarIds.Count;
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List<ScenePresence> sittingAvatars = part.ParentGroup.GetSittingAvatars();
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int adjustedPrimCount = actualPrimCount + sittingAvatars.Count;
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// Special case for a single prim. In this case the linknum is zero. However, this will not match a single
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// prim that has any avatars sat upon it (in which case the root prim is link 1).
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if (linknum == 0)
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{
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if (actualPrimCount == 1 && sittingAvatarIds.Count == 0)
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if (actualPrimCount == 1 && sittingAvatars.Count == 0)
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return part;
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return null;
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@ -351,7 +351,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// here we must match 1 (ScriptBaseClass.LINK_ROOT).
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else if (linknum == ScriptBaseClass.LINK_ROOT && actualPrimCount == 1)
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{
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if (sittingAvatarIds.Count > 0)
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if (sittingAvatars.Count > 0)
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return part.ParentGroup.RootPart;
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else
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return null;
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@ -364,11 +364,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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else
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{
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ScenePresence sp = World.GetScenePresence(sittingAvatarIds[linknum - actualPrimCount - 1]);
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if (sp != null)
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return sp;
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else
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return null;
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return sittingAvatars[linknum - actualPrimCount - 1];
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}
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}
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else
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}
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else
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{
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if (m_host.ParentGroup.GetSittingAvatars().Contains(agentID))
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if (m_host.ParentGroup.GetSittingAvatars().SingleOrDefault(sp => sp.UUID == agentID) != null)
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{
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// When agent is sitting, certain permissions are implicit if requested from sitting agent
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implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
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@ -3651,10 +3647,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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ScenePresence presence = World.GetScenePresence(agentID);
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if (presence != null)
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{
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// If permissions are being requested from an NPC and were not implicitly granted above then
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// auto grant all reuqested permissions if the script is owned by the NPC or the NPCs owner
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// auto grant all requested permissions if the script is owned by the NPC or the NPCs owner
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INPCModule npcModule = World.RequestModuleInterface<INPCModule>();
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if (npcModule != null && npcModule.IsNPC(agentID, World))
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{
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