remove a potencial (and silly) deadlock; let other texture parameters changes trigger Changed.TEXTURE event
parent
56d2db3a18
commit
8479658cd0
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@ -358,7 +358,7 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = parts[i];
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if(m_DeepEffectivePermsInvalid)
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part.AggregateInnerPerms();
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part.AggregatedInnerPermsForGroup();
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owner &= part.AggregatedInnerOwnerPerms;
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group &= part.AggregatedInnerGroupPerms;
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@ -2579,8 +2579,29 @@ namespace OpenSim.Region.Framework.Scenes
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AggregatedInnerOwnerPerms = owner & mask;
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AggregatedInnerGroupPerms = group & mask;
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AggregatedInnerEveryonePerms = everyone & mask;
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if(ParentGroup != null)
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ParentGroup.InvalidateEffectivePerms();
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}
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if(ParentGroup != null)
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ParentGroup.InvalidateEffectivePerms();
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}
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// same as above but called during group Effective Permission validation
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public void AggregatedInnerPermsForGroup()
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{
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// assuming child prims permissions masks are irrelevant on a linkset
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// root part is handle at SOG since its masks are the sog masks
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const uint mask = (uint)PermissionMask.AllEffective;
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uint owner = mask;
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uint group = mask;
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uint everyone = mask;
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lock(InnerPermsLock) // do we really need this?
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{
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if(Inventory != null)
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Inventory.AggregateInnerPerms(ref owner, ref group, ref everyone);
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AggregatedInnerOwnerPerms = owner & mask;
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AggregatedInnerGroupPerms = group & mask;
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AggregatedInnerEveryonePerms = everyone & mask;
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}
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}
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@ -3817,7 +3838,8 @@ namespace OpenSim.Region.Framework.Scenes
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Byte[] buf = Shape.Textures.GetBytes();
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Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
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Color4 texcolor;
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if (face >= 0 && face < GetNumberOfSides())
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int nsides = GetNumberOfSides();
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if (face >= 0 && face < nsides)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = clippedColor.X;
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@ -3833,7 +3855,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else if (face == ALL_SIDES)
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{
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for (uint i = 0; i < GetNumberOfSides(); i++)
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for (uint i = 0; i < nsides; i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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@ -5138,20 +5160,20 @@ namespace OpenSim.Region.Framework.Scenes
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Changed changeFlags = 0;
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Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
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Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
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Primitive.TextureEntryFace defaultNewFace = newTex.DefaultTexture;
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Primitive.TextureEntryFace defaultOldFace = oldTex.DefaultTexture;
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// On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
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// other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
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if (fallbackNewFace == null)
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if (defaultNewFace == null)
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{
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fallbackNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
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newTex.DefaultTexture = fallbackNewFace;
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defaultNewFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
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newTex.DefaultTexture = defaultNewFace;
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}
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if (fallbackOldFace == null)
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if (defaultOldFace == null)
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{
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fallbackOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
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oldTex.DefaultTexture = fallbackOldFace;
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defaultOldFace = new Primitive.TextureEntry(Util.BLANK_TEXTURE_UUID).CreateFace(0);
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oldTex.DefaultTexture = defaultOldFace;
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}
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// Materials capable viewers can send a ObjectImage packet
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@ -5161,13 +5183,11 @@ namespace OpenSim.Region.Framework.Scenes
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// we should ignore any changes and not update Shape.TextureEntry
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bool otherFieldsChanged = false;
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for (int i = 0 ; i < GetNumberOfSides(); i++)
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int nsides = GetNumberOfSides();
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for (int i = 0 ; i < nsides; i++)
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{
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Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
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Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
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Primitive.TextureEntryFace newFace = defaultNewFace;
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Primitive.TextureEntryFace oldFace = defaultOldFace;
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if (oldTex.FaceTextures[i] != null)
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oldFace = oldTex.FaceTextures[i];
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if (newTex.FaceTextures[i] != null)
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@ -5202,17 +5222,16 @@ namespace OpenSim.Region.Framework.Scenes
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if (oldFace.Rotation != newFace.Rotation) otherFieldsChanged = true;
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if (oldFace.Shiny != newFace.Shiny) otherFieldsChanged = true;
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if (oldFace.TexMapType != newFace.TexMapType) otherFieldsChanged = true;
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if(otherFieldsChanged)
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changeFlags |= Changed.TEXTURE;
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}
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}
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if (changeFlags != 0 || otherFieldsChanged)
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{
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m_shape.TextureEntry = newTex.GetBytes();
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if (changeFlags != 0)
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TriggerScriptChangedEvent(changeFlags);
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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m_shape.TextureEntry = newTex.GetBytes();
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if (changeFlags != 0)
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TriggerScriptChangedEvent(changeFlags);
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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internal void UpdatePhysicsSubscribedEvents()
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