Use SP.ParentPart instead of ParentID in places where it's more efficient (saving extra null checks, etc.)

However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
0.7.4.1
Justin Clark-Casey (justincc) 2012-03-09 02:38:11 +00:00
parent b454326273
commit 94e58ff6b9
4 changed files with 32 additions and 68 deletions

View File

@ -215,27 +215,13 @@ namespace OpenSim.Region.Framework.Scenes
if (sp.IsChildAgent) if (sp.IsChildAgent)
continue; continue;
if (sp.ParentID != 0) SceneObjectPart sitPart = sp.ParentPart;
{ if (sitPart != null)
// sitting avatar coarseLocations.Add(sitPart.AbsolutePosition + sp.OffsetPosition);
SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
if (sop != null)
{
coarseLocations.Add(sop.AbsolutePosition + sp.OffsetPosition);
avatarUUIDs.Add(sp.UUID);
}
else
{
// we can't find the parent.. ! arg!
coarseLocations.Add(sp.AbsolutePosition);
avatarUUIDs.Add(sp.UUID);
}
}
else else
{
coarseLocations.Add(sp.AbsolutePosition); coarseLocations.Add(sp.AbsolutePosition);
avatarUUIDs.Add(sp.UUID);
} avatarUUIDs.Add(sp.UUID);
} }
} }

View File

@ -432,7 +432,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
get get
{ {
if (PhysicsActor != null && m_parentID == 0) if (PhysicsActor != null && ParentID == 0)
{ {
m_pos = PhysicsActor.Position; m_pos = PhysicsActor.Position;
@ -504,6 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
// There is no offset position when not seated // There is no offset position when not seated
if (ParentID == 0) if (ParentID == 0)
return; return;
m_pos = value; m_pos = value;
} }
} }
@ -562,19 +563,18 @@ namespace OpenSim.Region.Framework.Scenes
public bool IsChildAgent { get; set; } public bool IsChildAgent { get; set; }
public uint ParentID /// <summary>
{ /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
get { return m_parentID; } /// </summary>
set { m_parentID = value; } public uint ParentID { get; set; }
}
private uint m_parentID;
public SceneObjectPart ParentPart /// <summary>
{ /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
get { return m_parentPart; } /// </summary>
set { m_parentPart = value; } /// <remarks>
} /// If you use this property then you must take a reference since another thread could set it to null.
private SceneObjectPart m_parentPart = null; /// </remarks>
public SceneObjectPart ParentPart { get; set; }
public float Health public float Health
{ {

View File

@ -716,29 +716,17 @@ namespace OpenSim.Region.RegionCombinerModule
{ {
if (sp.UUID != presence.UUID) if (sp.UUID != presence.UUID)
{ {
if (sp.ParentID != 0) SceneObjectPart sitPart = sp.ParentPart;
{
// sitting avatar if (sitPart != null)
SceneObjectPart sop = connectiondata.RegionScene.GetSceneObjectPart(sp.ParentID); CoarseLocations.Add(sitPart.AbsolutePosition + sp.AbsolutePosition);
if (sop != null)
{
CoarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
AvatarUUIDs.Add(sp.UUID);
}
else
{
// we can't find the parent.. ! arg!
CoarseLocations.Add(sp.AbsolutePosition);
AvatarUUIDs.Add(sp.UUID);
}
}
else else
{
CoarseLocations.Add(sp.AbsolutePosition); CoarseLocations.Add(sp.AbsolutePosition);
AvatarUUIDs.Add(sp.UUID);
} AvatarUUIDs.Add(sp.UUID);
} }
}); });
DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence); DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
} }

View File

@ -3825,7 +3825,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
List<String> nametable = new List<String>(); List<String> nametable = new List<String>();
World.ForEachRootScenePresence(delegate(ScenePresence presence) World.ForEachRootScenePresence(delegate(ScenePresence presence)
{ {
if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID)) SceneObjectPart sitPart = presence.ParentPart;
if (sitPart != null && m_host.ParentGroup.HasChildPrim(sitPart.LocalId))
nametable.Add(presence.ControllingClient.Name); nametable.Add(presence.ControllingClient.Name);
}); });
@ -4393,22 +4394,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// Find pushee position // Find pushee position
// Pushee Linked? // Pushee Linked?
if (pusheeav.ParentID != 0) SceneObjectPart sitPart = pusheeav.ParentPart;
{ if (sitPart != null)
SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID); PusheePos = sitPart.AbsolutePosition;
if (parentobj != null)
{
PusheePos = parentobj.AbsolutePosition;
}
else
{
PusheePos = pusheeav.AbsolutePosition;
}
}
else else
{
PusheePos = pusheeav.AbsolutePosition; PusheePos = pusheeav.AbsolutePosition;
}
} }
if (!pusheeIsAvatar) if (!pusheeIsAvatar)
@ -5603,7 +5593,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
flags |= ScriptBaseClass.AGENT_IN_AIR; flags |= ScriptBaseClass.AGENT_IN_AIR;
} }
if (agent.ParentID != 0) if (agent.ParentPart != null)
{ {
flags |= ScriptBaseClass.AGENT_ON_OBJECT; flags |= ScriptBaseClass.AGENT_ON_OBJECT;
flags |= ScriptBaseClass.AGENT_SITTING; flags |= ScriptBaseClass.AGENT_SITTING;
@ -7692,7 +7682,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
World.ForEachRootScenePresence(delegate(ScenePresence presence) World.ForEachRootScenePresence(delegate(ScenePresence presence)
{ {
if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID)) if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
avatarCount++; avatarCount++;
}); });
return m_host.ParentGroup.PrimCount + avatarCount; return m_host.ParentGroup.PrimCount + avatarCount;