reimplement SceneObjectGroup.UpdateObjectAllProperties to do parts updating differently, as
an attemp to make linkset updates correct, and rename the function UpdateObjectGroupBySync.dsg
parent
8256caad3f
commit
b3179d34da
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@ -1945,7 +1945,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (entity is SceneObjectGroup)
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{
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SceneObjectGroup localSog = (SceneObjectGroup)entity;
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Scene.ObjectUpdateResult updateResult = localSog.UpdateObjectAllProperties(updatedSog);
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Scene.ObjectUpdateResult updateResult = localSog.UpdateObjectGroupBySync(updatedSog);
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return updateResult;
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}
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else
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@ -3474,10 +3474,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="updatedSog"></param>
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/// <returns></returns>
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public Scene.ObjectUpdateResult UpdateObjectAllProperties(SceneObjectGroup updatedSog)
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public Scene.ObjectUpdateResult UpdateObjectGroupBySync(SceneObjectGroup updatedSog)
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{
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if (!this.GroupID.Equals(updatedSog.GroupID))
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return Scene.ObjectUpdateResult.Error;
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//This GroupID check should be done by the actor who initiates the object update
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//if (!this.GroupID.Equals(updatedSog.GroupID))
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// return Scene.ObjectUpdateResult.Error;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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//NOTE!!!
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@ -3494,16 +3495,83 @@ namespace OpenSim.Region.Framework.Scenes
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bool partsRemoved = false; //has any old part been removed?
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bool rootPartChanged = false; //has the rootpart be changed to a different prim?
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lock (m_parts)
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lock (m_parts.SyncRoot)
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{
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//update rootpart, if changed
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/*
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if (m_rootPart.UUID != updatedSog.RootPart.UUID)
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{
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m_rootPart = updatedSog.RootPart;
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rootPartChanged = true;
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}
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* */
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//foreach (KeyValuePair<UUID, SceneObjectPart> pair in updatedSog.Parts)
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Dictionary<UUID, SceneObjectPart> remainedParts = new Dictionary<UUID, SceneObjectPart>();
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Dictionary<UUID, SceneObjectPart> removedParts = new Dictionary<UUID, SceneObjectPart>();
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Dictionary<UUID, SceneObjectPart> newParts = new Dictionary<UUID, SceneObjectPart>();
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//Compare the parts in updatedSog and sort them into remained/removed/newParts groups
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foreach (SceneObjectPart updatedPart in updatedSog.Parts)
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{
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UUID partUUID = updatedPart.UUID;
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if (ContainsPart(partUUID))
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{
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SceneObjectPart localPart = GetChildPart(partUUID);
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remainedParts.Add(partUUID, localPart);
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}
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else
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{
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//in case the part is in the SceneGraph already
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SceneObjectPart localPart = m_scene.GetSceneObjectPart(partUUID);
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if(localPart!=null)
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newParts.Add(partUUID, localPart);
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else
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newParts.Add(partUUID, updatedPart);
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}
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}
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foreach (SceneObjectPart localPart in this.Parts)
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{
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if (!remainedParts.ContainsKey(localPart.UUID))
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removedParts.Add(localPart.UUID, localPart);
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}
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//Add in new parts
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foreach (SceneObjectPart newPart in newParts.Values)
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{
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AddPart(newPart);
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}
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//remove parts that are no longer in the group -- !!!!! need to further test how to do correct book-keeping and synchornized with other actors !!!!!!!!
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foreach (SceneObjectPart rmPart in removedParts.Values)
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{
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DelinkFromGroup(rmPart, true);
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}
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if (newParts.Count > 0 || removedParts.Count > 0)
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{
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groupUpdateResult = Scene.ObjectUpdateResult.Updated;
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}
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//now update properties of the parts
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foreach (SceneObjectPart part in this.Parts)
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{
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Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Unchanged;
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SceneObjectPart updatedPart = updatedSog.GetChildPart(part.UUID);
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partUpdateResult = part.UpdateAllProperties(updatedPart);
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if (partUpdateResult != Scene.ObjectUpdateResult.Unchanged)
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{
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groupUpdateResult = partUpdateResult;
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}
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}
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//Just to make sure the parts each has the right localID of the rootpart
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UpdateParentIDs();
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/*
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//old code below
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foreach (SceneObjectPart updatedPart in updatedSog.Parts)
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{
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UUID partUUID = updatedPart.UUID;
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@ -3547,26 +3615,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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UpdateParentIDs();
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}
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}
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if (partsRemoved)
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{
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groupUpdateResult = Scene.ObjectUpdateResult.Updated;
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}
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/*
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//update the authoritative scene that this object is located, which is identified by (LocX, LocY)
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if (this.m_locX != updatedSog.LocX)
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{
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this.m_locX = updatedSog.LocX;
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groupUpdateResult = Scene.ObjectUpdateResult.Updated;
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}
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if (this.m_locY != updatedSog.LocY)
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{
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this.m_locY = updatedSog.LocY;
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groupUpdateResult = Scene.ObjectUpdateResult.Updated;
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}
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* */
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}
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//Schedule updates to be sent out, if the local copy has just been updated
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//(1) if we are debugging the actor with a viewer attaching to it,
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