* Added support for delinking individual prim from a linkset.
parent
c2632a2eb9
commit
b4a19a4fb4
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@ -895,6 +895,7 @@ namespace OpenSim.Region.Environment.Scenes
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// be more efficient yet to keep this dictionary permanently on hand.
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Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>();
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List<EntityBase> EntitieList = GetEntities();
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foreach (EntityBase ent in EntitieList)
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{
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@ -902,14 +903,17 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SceneObjectGroup obj = (SceneObjectGroup) ent;
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sceneObjects.Add(obj.LocalId, obj);
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}
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}
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// Find the root prim among the prim ids we've been given
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for (int i = 0; i < primIds.Count; i++)
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{
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if (sceneObjects.ContainsKey(primIds[i]))
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{
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parenPrim = sceneObjects[primIds[i]];
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primIds.RemoveAt(i);
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break;
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@ -925,9 +929,29 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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m_log.InfoFormat("[SCENE]: " +
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"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
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primIds);
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// If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
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// We know that this is not the root prim now essentially, so we don't have to worry about remapping
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// which one is the root prim
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bool delinkedSomething = false;
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for (int i = 0; i < primIds.Count; i++)
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{
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foreach (SceneObjectGroup grp in sceneObjects.Values)
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{
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SceneObjectPart gPart = grp.GetChildPart(primIds[i]);
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if (gPart != null)
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{
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grp.DelinkFromGroup(primIds[i]);
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delinkedSomething = true;
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}
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}
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}
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if (!delinkedSomething)
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{
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m_log.InfoFormat("[SCENE]: " +
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"DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
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primIds);
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}
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}
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}
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@ -1218,6 +1218,13 @@ namespace OpenSim.Region.Environment.Scenes
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part.UpdateExtraParam(type, inUse, data);
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}
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}
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public SceneObjectPart[] GetParts()
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{
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int numParts = Children.Count;
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SceneObjectPart[] partArray = new SceneObjectPart[numParts];
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Children.Values.CopyTo(partArray, 0);
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return partArray;
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}
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public bool GetLocked()
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{
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return m_locked;
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