Code good for script engine and Scene to sync on majority object operations:
e.g. script execution, editing objects, reloading oar file on Scene (but terrian not updated correctly to the debugging viewer of script engine), rezing objects by scripts, deleting objects.dsg
parent
821f80bf3f
commit
994d70f9d8
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@ -455,7 +455,10 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal void AddToUpdateList(SceneObjectGroup obj)
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protected internal void AddToUpdateList(SceneObjectGroup obj)
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{
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{
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lock (m_updateList)
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lock (m_updateList)
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{
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m_updateList[obj.UUID] = obj;
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m_updateList[obj.UUID] = obj;
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m_log.Debug("added " + obj.UUID + " to m_updateList");
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -474,6 +477,13 @@ namespace OpenSim.Region.Framework.Scenes
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lock (m_updateList)
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lock (m_updateList)
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{
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{
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updates = new List<SceneObjectGroup>(m_updateList.Values);
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updates = new List<SceneObjectGroup>(m_updateList.Values);
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if (updates.Count > 0)
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{
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m_log.Debug("SceneGraph: " + updates.Count + " objects to send updates for");
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}
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m_updateList.Clear();
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m_updateList.Clear();
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}
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}
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@ -1950,6 +1960,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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m_log.Debug("AddSceneObjectByStateSynch to be called");
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AddSceneObjectByStateSynch(updatedSog);
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AddSceneObjectByStateSynch(updatedSog);
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return Scene.ObjectUpdateResult.New;
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return Scene.ObjectUpdateResult.New;
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}
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}
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@ -5087,7 +5087,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void ScheduleFullUpdate_SyncInfoUnchanged()
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public void ScheduleFullUpdate_SyncInfoUnchanged()
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{
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{
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// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
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m_log.DebugFormat("[SCENE OBJECT PART]: ScheduleFullUpdate_SyncInfoUnchanged for {0} {1}", Name, LocalId);
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if (m_parentGroup != null)
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if (m_parentGroup != null)
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{
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{
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