Changed undo redo internals. moved exec code to UndoState.cs from sop that now only sees a unified UndoRedoStore class, added size limit on buffers so only last 5 undo/redo are kept. (5 is hardcode like it was ) ***UNTESTED***
parent
908abb1c3d
commit
ab235abc46
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@ -263,8 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_occupied; // KF if any av is sitting on this prim
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private string m_text = String.Empty;
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private string m_touchName = String.Empty;
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private Stack<UndoState> m_undo = new Stack<UndoState>(5);
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private Stack<UndoState> m_redo = new Stack<UndoState>(5);
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private UndoRedoState m_UndoRedo = new UndoRedoState(5);
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private bool m_passTouches;
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@ -1709,8 +1708,8 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.Category = Category;
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dupe.m_rezzed = m_rezzed;
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dupe.m_undo = new Stack<UndoState>(5);
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dupe.m_redo = new Stack<UndoState>(5);
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dupe.m_UndoRedo = new UndoRedoState(5);
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dupe.IgnoreUndoUpdate = false;
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dupe.Undoing = false;
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@ -3657,82 +3656,14 @@ namespace OpenSim.Region.Framework.Scenes
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ParentGroup.ScheduleGroupForTerseUpdate();
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//ParentGroup.ScheduleGroupForFullUpdate();
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}
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/*
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public void StoreUndoState()
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{
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StoreUndoState(false);
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}
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public void StoreUndoState(bool forGroup)
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{
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if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
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{
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if (ParentGroup != null)
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{
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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{
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// see if we had a change
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UndoState last = m_undo.Peek();
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if (last != null)
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{
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if (last.Compare(this, forGroup))
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{
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return;
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}
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}
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}
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, forGroup);
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m_undo.Push(nUndo);
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if (m_redo.Count > 0)
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m_redo.Clear();
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}
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}
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}
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}
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}
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*/
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public void StoreUndoState(ObjectChangeWhat what)
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{
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if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
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lock (m_UndoRedo)
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{
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if (ParentGroup != null)
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if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
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{
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lock (m_undo)
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{
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if (m_undo.Count > 0)
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{
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// see if we had a change
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UndoState last = m_undo.Peek();
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if (last != null)
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{
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if (last.Compare(this, what))
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{
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return;
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}
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}
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}
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, what);
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m_undo.Push(nUndo);
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if (m_redo.Count > 0)
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m_redo.Clear();
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}
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}
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m_UndoRedo.StoreUndo(this, what);
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}
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}
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}
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@ -3744,84 +3675,42 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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lock (m_undo)
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return m_undo.Count;
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lock (m_UndoRedo)
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return m_UndoRedo.Count;
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}
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}
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public void Undo()
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{
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lock (m_undo)
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lock (m_UndoRedo)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
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// Name, LocalId, m_undo.Count);
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if (Undoing || ParentGroup == null)
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return;
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if (m_undo.Count > 0)
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{
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UndoState goback = m_undo.Pop();
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if (goback != null)
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{
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UndoState nUndo = null;
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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nUndo = new UndoState(this, goback.data.what);
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}
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goback.PlayState(this);
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if (nUndo != null)
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m_redo.Push(nUndo);
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}
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}",
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// Name, LocalId, m_undo.Count);
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Undoing = true;
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m_UndoRedo.Undo(this);
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Undoing = false;
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}
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}
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public void Redo()
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{
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lock (m_undo)
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lock (m_UndoRedo)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
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// Name, LocalId, m_redo.Count);
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if (Undoing || ParentGroup == null)
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return;
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if (m_redo.Count > 0)
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{
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UndoState gofwd = m_redo.Pop();
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if (gofwd != null)
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{
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if (ParentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, gofwd.data.what);
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m_undo.Push(nUndo);
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}
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gofwd.PlayState(this);
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
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// Name, LocalId, m_redo.Count);
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}
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Undoing = true;
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m_UndoRedo.Redo(this);
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Undoing = false;
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}
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}
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public void ClearUndoState()
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{
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// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId);
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lock (m_undo)
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lock (m_UndoRedo)
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{
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m_undo.Clear();
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m_redo.Clear();
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m_UndoRedo.Clear();
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}
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}
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@ -27,6 +27,7 @@
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Region.Framework.Interfaces;
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@ -34,6 +35,8 @@ using System;
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namespace OpenSim.Region.Framework.Scenes
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{
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/*
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[Flags]
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public enum UndoType
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{
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@ -48,7 +51,7 @@ namespace OpenSim.Region.Framework.Scenes
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STATE_ALL = 63
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}
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/*
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public class UndoState
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@ -194,7 +197,10 @@ namespace OpenSim.Region.Framework.Scenes
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*/
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public class UndoState
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{
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const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
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public ObjectChangeData data;
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public DateTime creationtime;
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/// <summary>
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/// Constructor.
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/// </summary>
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@ -204,8 +210,8 @@ namespace OpenSim.Region.Framework.Scenes
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public UndoState(SceneObjectPart part, ObjectChangeWhat what)
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{
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data = new ObjectChangeData();
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data.what = what;
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creationtime = DateTime.UtcNow;
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if (part.ParentGroup.RootPart == part)
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{
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@ -227,12 +233,25 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public bool checkExpire()
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{
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TimeSpan t = DateTime.UtcNow - creationtime;
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if (t.Seconds > UNDOEXPIRESECONDS)
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return true;
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return false;
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}
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public void updateExpire()
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{
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creationtime = DateTime.UtcNow;
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}
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/// <summary>
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/// Compare the relevant state in the given part to this state.
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/// </summary>
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/// <param name="part"></param>
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/// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
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public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
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public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
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{
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if (data.what != what) // if diferent targets, then they are diferent
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return false;
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@ -274,6 +293,157 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public class UndoRedoState
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{
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int size;
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public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
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public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
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public UndoRedoState()
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{
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size = 5;
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}
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public UndoRedoState(int _size)
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{
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if (_size < 3)
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size = 3;
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else
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size = _size;
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}
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public int Count
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{
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get { return m_undo.Count; }
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}
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public void Clear()
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{
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m_undo.Clear();
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m_redo.Clear();
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}
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public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what)
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{
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lock (m_undo)
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{
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UndoState last;
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if (m_redo.Count > 0) // last code seems to clear redo on every new undo
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{
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m_redo.Clear();
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}
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if (m_undo.Count > 0)
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{
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// check expired entry
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last = m_undo.First.Value;
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if (last != null && last.checkExpire())
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m_undo.Clear();
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else
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{
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// see if we actually have a change
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if (last != null)
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{
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if (last.Compare(part, what))
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return;
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}
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}
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}
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// limite size
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while (m_undo.Count >= size)
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m_undo.RemoveLast();
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UndoState nUndo = new UndoState(part, what);
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m_undo.AddFirst(nUndo);
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}
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}
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public void Undo(SceneObjectPart part)
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{
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lock (m_undo)
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{
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UndoState nUndo;
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// expire redo
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if (m_redo.Count > 0)
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{
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nUndo = m_redo.First.Value;
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if (nUndo != null && nUndo.checkExpire())
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m_redo.Clear();
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}
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if (m_undo.Count > 0)
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{
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UndoState goback = m_undo.First.Value;
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// check expired
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if (goback != null && goback.checkExpire())
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{
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m_undo.Clear();
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return;
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}
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if (goback != null)
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{
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m_undo.RemoveFirst();
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// redo limite size
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while (m_redo.Count >= size)
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m_redo.RemoveLast();
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nUndo = new UndoState(part, goback.data.what); // new value in part should it be full goback copy?
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m_redo.AddFirst(nUndo);
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goback.PlayState(part);
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}
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}
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}
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}
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public void Redo(SceneObjectPart part)
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{
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lock (m_undo)
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{
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UndoState nUndo;
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// expire undo
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if (m_undo.Count > 0)
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{
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nUndo = m_undo.First.Value;
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if (nUndo != null && nUndo.checkExpire())
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m_undo.Clear();
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}
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if (m_redo.Count > 0)
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{
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UndoState gofwd = m_redo.First.Value;
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// check expired
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if (gofwd != null && gofwd.checkExpire())
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{
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m_redo.Clear();
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return;
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}
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if (gofwd != null)
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{
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m_redo.RemoveFirst();
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// limite undo size
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while (m_undo.Count >= size)
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m_undo.RemoveLast();
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nUndo = new UndoState(part, gofwd.data.what); // new value in part should it be full gofwd copy?
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m_undo.AddFirst(nUndo);
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gofwd.PlayState(part);
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}
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}
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}
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}
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}
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public class LandUndoState
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{
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