* Remove responsibilty for signalling scene object change from SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up * This also means that force-update on the console will not trigger repersistence. * Also, in other places persistence is no longer done where it wasn't actually necessary * I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped * Please patch or mantis if this is the case0.6.0-stable
parent
cea6e03ae0
commit
9bf67201c3
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@ -1522,6 +1522,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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copy.StartScripts();
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copy.HasGroupChanged = true;
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copy.ScheduleGroupForFullUpdate();
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return copy;
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}
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@ -477,6 +477,7 @@ namespace OpenSim.Region.Environment.Scenes
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newPart.LinkNum = m_parts.Count;
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsRoot(newPart);
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// one of these is a proxy.
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if (shape.PCode != (byte)PCode.None && shape.PCode != (byte)PCode.ParticleSystem)
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AttachToBackup();
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@ -686,7 +687,12 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart = part;
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}
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/// <summary>
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/// Attach this scene object to the given avatar.
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/// </summary>
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/// <param name="agentID"></param>
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/// <param name="attachmentpoint"></param>
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/// <param name="AttachOffset"></param>
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public void AttachToAgent(LLUUID agentID, uint attachmentpoint, LLVector3 AttachOffset)
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{
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ScenePresence avatar = m_scene.GetScenePresence(agentID);
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@ -752,6 +758,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.SetAttachmentPoint((byte)0);
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m_rootPart.m_IsAttachment = false;
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
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HasGroupChanged = true;
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AttachToBackup();
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m_rootPart.ScheduleFullUpdate();
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m_rootPart.ClearUndoState();
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@ -1026,6 +1033,7 @@ namespace OpenSim.Region.Environment.Scenes
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lock (m_targets)
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m_targets.Clear();
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}
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ScheduleGroupForFullUpdate();
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}
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@ -1037,6 +1045,7 @@ namespace OpenSim.Region.Environment.Scenes
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(int) (color.z * 0xff));
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Text = text;
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HasGroupChanged = true;
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m_rootPart.ScheduleFullUpdate();
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}
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@ -1229,6 +1238,7 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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}
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// Now we've made a copy that replaces this one, we need to
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// switch the owner to the person who did the copying
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// Second Life copies an object and duplicates the first one in it's place
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@ -1257,8 +1267,9 @@ namespace OpenSim.Region.Environment.Scenes
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if (userExposed)
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{
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dupe.UpdateParentIDs();
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dupe.HasGroupChanged = true;
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dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
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}
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@ -1386,7 +1397,6 @@ namespace OpenSim.Region.Environment.Scenes
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part.OwnerID = cAgentID;
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part.GroupID = cGroupID;
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if (part.OwnerID != cAgentID)
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{
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// Apply Next Owner Permissions if we're not bypassing permissions
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@ -1535,7 +1545,6 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void ScheduleGroupForFullUpdate()
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{
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HasGroupChanged = true;
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checkAtTargets();
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lock (m_parts)
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{
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@ -1774,6 +1783,7 @@ namespace OpenSim.Region.Environment.Scenes
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// The traffic caused is always going to be pretty minor, so it's not high priority
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//objectGroup.DeleteGroup();
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HasGroupChanged = true;
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ScheduleGroupForFullUpdate();
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}
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@ -1834,6 +1844,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.AddNewSceneObject(objectGroup, true);
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HasGroupChanged = true;
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ScheduleGroupForFullUpdate();
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}
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else
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@ -2112,6 +2123,8 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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//if (part.UUID != m_rootPart.UUID)
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HasGroupChanged = true;
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ScheduleGroupForFullUpdate();
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//if (part.UUID == m_rootPart.UUID)
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@ -2552,6 +2565,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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part.SetGroup(GroupID, client);
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}
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HasGroupChanged = true;
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}
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ScheduleGroupForFullUpdate();
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@ -454,11 +454,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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if (scriptcount <= 0)
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{
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RemFlag(LLObject.ObjectFlags.Scripted);
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ScheduleFullUpdate();
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}
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ScheduleFullUpdate();
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return type;
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@ -1660,7 +1660,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (m_parentGroup != null)
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{
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m_parentGroup.HasGroupChanged = true;
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m_parentGroup.QueueForUpdateCheck();
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}
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@ -1766,7 +1765,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Shape
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/// <summary>
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///
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/// Update the shape of this part.
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/// </summary>
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/// <param name="shapeBlock"></param>
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public void UpdateShape(ObjectShapePacket.ObjectDataBlock shapeBlock)
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@ -1793,6 +1792,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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PhysActor.Shape = m_shape;
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}
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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@ -2012,6 +2013,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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@ -2066,13 +2068,15 @@ namespace OpenSim.Region.Environment.Scenes
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#region Texture
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/// <summary>
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///
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/// Update the texture entry for this part.
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/// </summary>
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/// <param name="textureEntry"></param>
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public void UpdateTextureEntry(byte[] textureEntry)
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{
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m_shape.TextureEntry = textureEntry;
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TriggerScriptChangedEvent(Changed.TEXTURE);
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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@ -2301,7 +2305,7 @@ namespace OpenSim.Region.Environment.Scenes
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#region Resizing/Scale
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/// <summary>
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///
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/// Resize this part.
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/// </summary>
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/// <param name="scale"></param>
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public void Resize(LLVector3 scale)
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@ -2309,6 +2313,7 @@ namespace OpenSim.Region.Environment.Scenes
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StoreUndoState();
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m_shape.Scale = scale;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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@ -2576,12 +2581,24 @@ namespace OpenSim.Region.Environment.Scenes
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{
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}
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/// <summary>
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/// Set the text displayed for this part.
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/// </summary>
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/// <param name="text"></param>
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public void SetText(string text)
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{
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Text = text;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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/// <summary>
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/// Set the text displayed for this part.
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/// </summary>
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/// <param name="text"></param>
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/// <param name="color"></param>
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/// <param name="alpha"></param>
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public void SetText(string text, Vector3 color, double alpha)
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{
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Color = Color.FromArgb(0xff - (int) (alpha*0xff),
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@ -1058,6 +1058,19 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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}
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/// <summary>
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/// Set flexi parameters of a part.
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///
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/// FIXME: Much of this code should probably be within the part itself.
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/// </summary>
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/// <param name="part"></param>
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/// <param name="flexi"></param>
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/// <param name="softness"></param>
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/// <param name="gravity"></param>
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/// <param name="friction"></param>
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/// <param name="wind"></param>
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/// <param name="tension"></param>
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/// <param name="Force"></param>
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private void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
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float wind, float tension, LSL_Types.Vector3 Force)
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{
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if (needs_fakedelete)
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{
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if (part.ParentGroup != null)
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{
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{
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part.ParentGroup.FakeDeleteGroup();
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}
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}
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part.ParentGroup.HasGroupChanged = true;
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part.ScheduleFullUpdate();
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}
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/// <summary>
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/// Set a light point on a part
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///
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/// FIXME: Much of this code should probably be in SceneObjectGroup
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/// </summary>
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/// <param name="part"></param>
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/// <param name="light"></param>
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/// <param name="color"></param>
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/// <param name="intensity"></param>
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/// <param name="radius"></param>
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/// <param name="falloff"></param>
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private void SetPointLight(SceneObjectPart part, bool light, LSL_Types.Vector3 color, float intensity, float radius, float falloff)
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{
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if (part == null)
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@ -1125,6 +1150,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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part.Shape.LightEntry = false;
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}
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part.ParentGroup.HasGroupChanged = true;
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part.ScheduleFullUpdate();
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}
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m_host.SoundGain = volume;
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m_host.SoundFlags = 1; // looping
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m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
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m_host.ScheduleFullUpdate();
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m_host.SendFullUpdateToAllClients();
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}
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@ -911,6 +911,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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/// <summary>
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/// Set flexi parameters of a part.
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///
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/// FIXME: Much of this code should probably be within the part itself.
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/// </summary>
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/// <param name="part"></param>
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/// <param name="flexi"></param>
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/// <param name="softness"></param>
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/// <param name="gravity"></param>
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/// <param name="friction"></param>
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/// <param name="wind"></param>
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/// <param name="tension"></param>
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/// <param name="Force"></param>
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private void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
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float wind, float tension, LSL_Types.Vector3 Force)
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{
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}
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}
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part.ParentGroup.HasGroupChanged = true;
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part.ScheduleFullUpdate();
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}
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/// <summary>
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/// Set a light point on a part
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///
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/// FIXME: Much of this code should probably be in SceneObjectGroup
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/// </summary>
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/// <param name="part"></param>
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/// <param name="light"></param>
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/// <param name="color"></param>
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/// <param name="intensity"></param>
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/// <param name="radius"></param>
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/// <param name="falloff"></param>
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private void SetPointLight(SceneObjectPart part, bool light, LSL_Types.Vector3 color, float intensity, float radius, float falloff)
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{
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if (part == null)
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part.Shape.LightEntry = false;
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}
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part.ParentGroup.HasGroupChanged = true;
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part.ScheduleFullUpdate();
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}
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public LSL_Types.Vector3 llGetColor(int face)
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{
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m_host.AddScriptLPS(1);
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