Fixed code in SyncDeLinkObject and HandleSyncDelinkObject. Delinking a few linked objects seems working.
parent
3676b5fbef
commit
a5ebd04d9d
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@ -609,9 +609,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return;
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}
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//First, make sure the linked group has updated timestamp info for synchronization
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linkedGroup.BucketSyncInfoUpdate();
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OSDMap data = new OSDMap();
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OSDMap encodedSOG = SceneObjectEncoder(linkedGroup);
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data["linkedGroup"] = encodedSOG;
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@ -669,17 +666,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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foreach (SceneObjectGroup afterGroup in afterDelinkGroups)
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{
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string groupTempID = "afterGroup" + groupNum;
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string sogxml = SceneObjectSerializer.ToXml2Format(afterGroup);
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data[groupTempID] = OSD.FromString(sogxml);
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//string sogxml = SceneObjectSerializer.ToXml2Format(afterGroup);
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//data[groupTempID] = OSD.FromString(sogxml);
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OSDMap encodedSOG = SceneObjectEncoder(afterGroup);
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data[groupTempID] = encodedSOG;
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groupNum++;
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}
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//make sure the newly delinked objects have the updated timestamp information
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foreach (SceneObjectGroup sog in afterDelinkGroups)
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{
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sog.BucketSyncInfoUpdate();
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}
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SymmetricSyncMessage rsm = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.DelinkObject, OSDParser.SerializeJsonString(data));
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SendDelinkObjectToRelevantSyncConnectors(m_actorID, beforeDelinkGroups, rsm);
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}
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@ -2420,7 +2413,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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OSDMap encodedSOG = (OSDMap)data["linkedGroup"];
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SceneObjectGroup linkedGroup;
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Dictionary<UUID, PrimSyncInfo> primsSyncInfo;
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SceneObjectDecoder(encodedSOG, out linkedGroup, out primsSyncInfo);
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if (linkedGroup == null)
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@ -2433,6 +2425,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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int partCount = data["partCount"].AsInteger();
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List<UUID> childrenIDs = new List<UUID>();
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for (int i = 0; i < partCount; i++)
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{
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string partTempID = "part" + i;
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childrenIDs.Add(data[partTempID].AsUUID());
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}
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//if this is a relay node, forwards the event
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if (m_isSyncRelay)
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@ -2441,12 +2438,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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SendSpecialObjectUpdateToRelevantSyncConnectors(senderActorID, linkedGroup, msg);
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}
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for (int i = 0; i < partCount; i++)
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{
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string partTempID = "part" + i;
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childrenIDs.Add(data[partTempID].AsUUID());
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}
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//TEMP SYNC DEBUG
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//m_log.DebugFormat("{0}: received LinkObject from {1}", LogHeader, senderActorID);
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@ -2472,8 +2463,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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private void HandleSyncDelinkObject(SymmetricSyncMessage msg, string senderActorID)
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{
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OSDMap data = DeserializeMessage(msg);
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if (data == null)
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{
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@ -2485,6 +2474,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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List<UUID> delinkPrimIDs = new List<UUID>();
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List<UUID> beforeDelinkGroupIDs = new List<UUID>();
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List<SceneObjectGroup> incomingAfterDelinkGroups = new List<SceneObjectGroup>();
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List<Dictionary<UUID, PrimSyncInfo>> incomingPrimSyncInfo = new List<Dictionary<UUID, PrimSyncInfo>>();
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int partCount = data["partCount"].AsInteger();
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for (int i = 0; i < partCount; i++)
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@ -2508,10 +2498,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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for (int i = 0; i < afterGroupsCount; i++)
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{
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string groupTempID = "afterGroup" + i;
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string sogxml = data[groupTempID].AsString();
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//SceneObjectGroup afterGroup = SceneObjectSerializer.FromXml2Format(sogxml);
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SceneObjectGroup afterGroup = DecodeSceneObjectGroup(sogxml);
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//string sogxml = data[groupTempID].AsString();
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SceneObjectGroup afterGroup;
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OSDMap encodedSOG = (OSDMap)data[groupTempID];
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Dictionary<UUID, PrimSyncInfo> primsSyncInfo;
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SceneObjectDecoder(encodedSOG, out afterGroup, out primsSyncInfo);
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incomingAfterDelinkGroups.Add(afterGroup);
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incomingPrimSyncInfo.Add(primsSyncInfo);
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}
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//if this is a relay node, forwards the event
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@ -2528,6 +2521,26 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_scene.DelinkObjectsBySync(delinkPrimIDs, beforeDelinkGroupIDs, incomingAfterDelinkGroups);
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//Sync properties
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//Update properties, for each prim in each deLinked-Object
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foreach (Dictionary<UUID, PrimSyncInfo> primsSyncInfo in incomingPrimSyncInfo)
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{
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foreach (KeyValuePair<UUID, PrimSyncInfo> inPrimSyncInfo in primsSyncInfo)
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{
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UUID primUUID = inPrimSyncInfo.Key;
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PrimSyncInfo updatedPrimSyncInfo = inPrimSyncInfo.Value;
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SceneObjectPart part = m_scene.GetSceneObjectPart(primUUID);
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if (part == null)
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{
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m_log.WarnFormat("{0}: HandleSyncDelinkObject, prim {1} not in local Scene Graph after DelinkObjectsBySync is called", LogHeader, primUUID);
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}
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else
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{
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m_primSyncInfoManager.UpdatePrimSyncInfoBySync(part, updatedPrimSyncInfo);
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}
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}
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}
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}
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@ -846,6 +846,14 @@ namespace OpenSim.Region.Framework.Scenes
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* */
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}
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/// <summary>
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/// Delink objects after receiving DelinkObject sync message.
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/// Assumption: the actor whichever initiates the DelinkObject
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/// operation has already done premission checking.
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/// </summary>
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/// <param name="delinkPrimIDs"></param>
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/// <param name="beforeDelinkGroupIDs"></param>
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/// <param name="incomingAfterDelinkGroups"></param>
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public void DelinkObjectsBySync(List<UUID> delinkPrimIDs, List<UUID> beforeDelinkGroupIDs, List<SceneObjectGroup> incomingAfterDelinkGroups)
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{
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m_sceneGraph.DelinkObjectsBySync(delinkPrimIDs, beforeDelinkGroupIDs, incomingAfterDelinkGroups);
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@ -1643,7 +1643,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers).
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//But timestamp won't be changed, so that when other actors get the update, they's simple ignore the updates since they already get them
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//via the LinkObject message sent above.
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parentGroup.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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parentGroup.ScheduleGroupForFullUpdate(null);
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//end of DSG SYNC
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@ -1782,19 +1782,19 @@ namespace OpenSim.Region.Framework.Scenes
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afterDelinkGroups.Add(g);
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}
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//SYMMETRIC SYNC
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//DSG SYNC
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//Send out DelinkObject message to other actors to sychronize their object list
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if (m_parentScene.RegionSyncModule != null)
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{
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m_parentScene.RegionSyncModule.SendDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups);
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m_parentScene.RegionSyncModule.SyncDeLinkObject(prims, beforeDelinkGroups, afterDelinkGroups);
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}
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//Schedule updates as in legacy OpenSim code, to send updates to viewers connected to this actor (at least needed for client managers).
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//But timestamp won't be changed, so that when other actors get the update, they's simple ignore the updates since they already get them
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//Schedule updates as in legacy OpenSim code, to send updates
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//to viewers connected to this actor (at least needed for client managers).
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foreach (SceneObjectGroup sog in afterDelinkGroups)
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{
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sog.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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sog.ScheduleGroupForFullUpdate(null);
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}
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//end of SYMMETRIC SYNC
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//end of DSG SYNC
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}
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finally
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{
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@ -2174,7 +2174,7 @@ namespace OpenSim.Region.Framework.Scenes
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//NewObject is sent via a specific sync message, not through updates;
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//hence not passing any property list here in calling
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//ScheduleGroupForFullUpdate().
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sceneObject.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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sceneObject.ScheduleGroupForFullUpdate(null);
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//end of DSG SYNC,
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Entities.Add(sceneObject);
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@ -2283,7 +2283,7 @@ namespace OpenSim.Region.Framework.Scenes
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parentGroup.TriggerScriptChangedEvent(Changed.LINK);
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parentGroup.HasGroupChanged = true;
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//Do not change the timestamp and actorID values
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parentGroup.ScheduleGroupForFullUpdate_SyncInfoUnchanged();
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parentGroup.ScheduleGroupForFullUpdate(null);
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}
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finally
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@ -2302,6 +2302,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void DelinkObjectsBySync(List<UUID> delinkPrimIDs, List<UUID> beforeDelinkGroupIDs, List<SceneObjectGroup> incomingAfterDelinkGroups)
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{
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Dictionary<UUID, SceneObjectGroup> localBeforeDelinkGroups = new Dictionary<UUID, SceneObjectGroup>();
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List<SceneObjectGroup> localAfterDelinkGroups = new List<SceneObjectGroup>();
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Dictionary<UUID, SceneObjectPart> delinkPrims = new Dictionary<UUID, SceneObjectPart>();
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bool beforeStateConsistent = true;
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bool afterStateConsistent = true;
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@ -2383,8 +2384,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Warn("DelinkObjectsBySync: before-delink state not consistent in local copy and the incoming copy. Return without further operations.");
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}else{
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//Next, apply the delink operation locally.
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List<SceneObjectGroup> localAfterDelinkGroups = DelinkObjectsBySync(new List<SceneObjectPart>(delinkPrims.Values));
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localAfterDelinkGroups = DelinkObjectsBySync(new List<SceneObjectPart>(delinkPrims.Values));
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//Check if local after-state agrees with that in the remote copy, and update the groups' properties
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if (localAfterDelinkGroups.Count != incomingAfterDelinkGroups.Count)
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@ -2407,11 +2407,16 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
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//localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
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}
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}
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}
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}
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foreach (SceneObjectGroup sog in localAfterDelinkGroups)
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{
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sog.ScheduleGroupForFullUpdate(null);
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}
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}
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finally
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{
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@ -2423,7 +2428,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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//Similar to DelinkObjects(), w/o triggering any ScheduleFullUpdate(),
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//Similar to DelinkObjects(), but calling DelinkFromGroupBySync instead
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private List<SceneObjectGroup> DelinkObjectsBySync(List<SceneObjectPart> prims)
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{
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//!!!Caller of this function should already lock on m_updateLock, so no locking here !!!
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