* refactor: For new objects, move attach to backup to occur when adding to a scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance0.6.0-stable
parent
74017a4331
commit
8714833986
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@ -64,7 +64,7 @@ namespace OpenSim.Region.Environment.Scenes
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//if we want this to be a import method then we need new uuids for the object to avoid any clashes
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//obj.RegenerateFullIDs();
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scene.AddSceneObject(obj);
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scene.AddSceneObject(obj, true);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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// Apply loadOffsets for load/import and move combinations
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@ -193,8 +193,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="xmlData"></param>
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protected static void CreatePrimFromXml2(Scene scene, string xmlData)
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{
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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SceneObjectGroup obj = new SceneObjectGroup(xmlData);
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LLVector3 receivedVelocity = obj.RootPart.Velocity;
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//System.Console.WriteLine(obj.RootPart.Velocity.ToString());
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@ -193,6 +193,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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sceneObject.RegionHandle = m_regInfo.RegionHandle;
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sceneObject.SetScene(m_parentScene);
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.LocalId = m_parentScene.PrimIDAllocate();
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@ -200,16 +201,20 @@ namespace OpenSim.Region.Environment.Scenes
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}
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sceneObject.UpdateParentIDs();
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AddSceneObject(sceneObject);
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AddSceneObject(sceneObject, true);
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}
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/// <summary>
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/// Add an object to the scene.
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddSceneObject(SceneObjectGroup sceneObject)
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protected internal bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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lock (Entities)
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{
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@ -218,6 +223,9 @@ namespace OpenSim.Region.Environment.Scenes
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// QuadTree.AddSceneObject(sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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m_numPrim += sceneObject.Children.Count;
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if (attachToBackup)
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sceneObject.AttachToBackup();
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return true;
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}
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@ -1483,8 +1483,6 @@ namespace OpenSim.Region.Environment.Scenes
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RayStart, RayEnd, RayTargetID, new LLQuaternion(0, 0, 0, 1),
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BypassRayCast, bRayEndIsIntersection,true,scale, false);
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// Rez object
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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@ -1508,7 +1506,7 @@ namespace OpenSim.Region.Environment.Scenes
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group.ResetIDs();
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AddSceneObject(group);
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AddSceneObject(group, true);
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// if attachment we set it's asset id so object updates can reflect that
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// if not, we set it's position in world.
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@ -1601,6 +1599,15 @@ namespace OpenSim.Region.Environment.Scenes
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return null;
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}
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/// <summary>
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/// Rez an object in the scene
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/// </summary>
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/// <param name="item"></param>
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/// <param name="pos"></param>
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/// <param name="rot"></param>
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/// <param name="vel"></param>
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/// <param name="param"></param>
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/// <returns></returns>
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public virtual SceneObjectGroup RezObject(TaskInventoryItem item, LLVector3 pos, LLQuaternion rot, LLVector3 vel, int param)
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{
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// Rez object
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@ -1621,7 +1628,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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group.ResetIDs();
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AddSceneObject(group);
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AddSceneObject(group, true);
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// Set the startup parameter for on_rez event and llGetStartParameter() function
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group.StartParameter = param;
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@ -1678,10 +1685,11 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.ScheduleFullUpdate();
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return rootPart.ParentGroup;
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}
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}
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return null;
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}
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public virtual bool returnObjects(SceneObjectGroup[] returnobjects, LLUUID AgentId)
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{
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string message = "";
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@ -1699,9 +1707,6 @@ namespace OpenSim.Region.Environment.Scenes
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//}
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//returnstring += "</scene>\n";
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bool permissionToDelete = false;
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for (int i = 0; i < returnobjects.Length; i++)
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@ -1492,7 +1492,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddSceneObject(sceneOb);
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AddSceneObject(sceneOb, true);
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SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
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// if grass or tree, make phantom
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//rootPart.TrimPermissions();
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@ -1556,9 +1556,13 @@ namespace OpenSim.Region.Environment.Scenes
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/// Add an object to the scene
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/// </summary>
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/// <param name="sceneObject"></param>
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public void AddSceneObject(SceneObjectGroup sceneObject)
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/// <param name="attachToBackup">
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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public void AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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m_innerScene.AddSceneObject(sceneObject);
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m_innerScene.AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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@ -124,6 +124,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Start a given script.
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/// </summary>
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/// <param name="localID">
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@ -351,15 +351,13 @@ namespace OpenSim.Region.Environment.Scenes
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RegionHandle = regionHandle;
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AttachToBackup();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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/// Restore the object from its serialized xml representation.
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/// Create an object using serialized data in OpenSim's original xml format.
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/// </summary>
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public SceneObjectGroup(Scene scene, ulong regionHandle, string xmlData)
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{
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@ -417,15 +415,13 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.RegionHandle = m_regionHandle;
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UpdateParentIDs();
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AttachToBackup();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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///
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/// Create an object using serialized data in OpenSim's xml2 format.
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/// </summary>
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public SceneObjectGroup(string xmlData)
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{
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@ -495,6 +491,7 @@ namespace OpenSim.Region.Environment.Scenes
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//ApplyPhysics(scene.m_physicalPrim);
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}
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/// <summary>
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///
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/// </summary>
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@ -527,7 +524,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes.
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/// </summary>
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private void AttachToBackup()
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public void AttachToBackup()
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{
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if (InSceneBackup)
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{
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@ -822,7 +819,6 @@ namespace OpenSim.Region.Environment.Scenes
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public void SetScene(Scene scene)
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{
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m_scene = scene;
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AttachToBackup();
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}
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/// <summary>
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@ -1848,38 +1844,9 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.RotationOffset = worldRot;
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// This chunk is probably unnecesary now - delete later on
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/*
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Quaternion oldRot
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= new Quaternion(
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linkPart.RotationOffset.W,
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linkPart.RotationOffset.X,
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linkPart.RotationOffset.Y,
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linkPart.RotationOffset.Z);
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Quaternion newRot = parentRot*oldRot;
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linkPart.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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*/
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// Add physics information back to delinked part if appropriate
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// XXX This is messy and should be refactorable with the similar section in
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// SceneObjectPart.UpdatePrimFlags()
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//if (m_rootPart.PhysActor != null)
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//{
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//linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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//linkPart.Name,
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//linkPart.Shape,
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//new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
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//linkPart.AbsolutePosition.Z),
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//new PhysicsVector(linkPart.Scale.X, linkPart.Scale.Y, linkPart.Scale.Z),
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//new Quaternion(linkPart.RotationOffset.W, linkPart.RotationOffset.X,
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//linkPart.RotationOffset.Y, linkPart.RotationOffset.Z),
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//m_rootPart.PhysActor.IsPhysical);
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//m_rootPart.DoPhysicsPropertyUpdate(m_rootPart.PhysActor.IsPhysical, true);
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//}
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SceneObjectGroup objectGroup = new SceneObjectGroup(m_scene, m_regionHandle, linkPart);
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m_scene.AddSceneObject(objectGroup);
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m_scene.AddSceneObject(objectGroup, true);
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ScheduleGroupForFullUpdate();
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}
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@ -1891,7 +1858,11 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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private void DetachFromBackup(SceneObjectGroup objectGroup)
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/// <summary>
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/// Stop this object from being persisted over server restarts.
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/// </summary>
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/// <param name="objectGroup"></param>
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public void DetachFromBackup(SceneObjectGroup objectGroup)
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{
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m_scene.EventManager.OnBackup -= objectGroup.ProcessBackup;
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}
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@ -76,7 +76,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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}
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FileSystemObject fileObject = new FileSystemObject(m_scene, fileInfo, filePos);
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m_scene.AddSceneObject(fileObject);
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m_scene.AddSceneObject(fileObject, true);
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fileObject.ScheduleGroupForFullUpdate();
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}
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}
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@ -107,7 +107,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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ComplexObject complexObject =
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new ComplexObject(m_scene, regionInfo.RegionHandle, LLUUID.Zero, m_scene.PrimIDAllocate(),
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pos + posOffset);
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m_scene.AddSceneObject(complexObject);
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m_scene.AddSceneObject(complexObject, true);
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}
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}
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@ -116,7 +116,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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SceneObjectGroup sceneObject =
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new CpuCounterObject(m_scene, regionInfo.RegionHandle, LLUUID.Zero, m_scene.PrimIDAllocate(),
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pos + new LLVector3(1f, 1f, 1f));
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m_scene.AddSceneObject(sceneObject);
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m_scene.AddSceneObject(sceneObject, true);
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}
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public void Close()
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