* Refactor: Collapses parts of different code paths in scene used when deleting and unlinking an object
parent
0ee69707ea
commit
bc92d72828
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@ -590,16 +590,6 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void RemoveAPrimCount()
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{
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m_numPrim--;
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}
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public void AddAPrimCount()
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{
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m_numPrim++;
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}
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public int GetChildAgentCount()
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{
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// some network situations come in where child agents get closed twice.
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@ -1145,7 +1145,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (permissionToTake)
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{
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string sceneObjectXml = objectGroup.ToXmlString();
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CachedUserInfo userInfo =
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@ -1335,7 +1335,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void AddSceneObject(SceneObjectGroup sceneObject)
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{
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m_innerScene.AddSceneObject(sceneObject);
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}
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}
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/// <summary>
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/// Delete this object from the scene.
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@ -1344,21 +1344,20 @@ namespace OpenSim.Region.Environment.Scenes
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public void DeleteSceneObject(SceneObjectGroup group)
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{
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SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
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if (rootPart.PhysActor != null)
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{
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PhysicsScene.RemovePrim(rootPart.PhysActor);
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rootPart.PhysActor = null;
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}
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}
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m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
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group.DeleteGroup();
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if (m_innerScene.DeleteSceneObject(group.UUID))
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if (UnlinkSceneObject(group.UUID))
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{
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EventManager.TriggerObjectBeingRemovedFromScene(group);
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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group.DeleteGroup();
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group.DeleteParts();
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// In case anybody else retains a reference to this group, signal deletion by changing the name
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@ -1368,7 +1367,25 @@ namespace OpenSim.Region.Environment.Scenes
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// conditions where a user deletes an entity while it is being stored. Really, the update
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// code needs a redesign.
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group.Name = null;
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}
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}
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/// <summary>
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/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
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/// object itself is not destroyed.
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/// </summary>
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/// <param name="uuid"></param>
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/// <returns>true if the object was in the scene, false if it was not</returns>
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public bool UnlinkSceneObject(LLUUID uuid)
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{
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if (m_innerScene.DeleteSceneObject(uuid))
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{
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m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
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return true;
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}
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return false;
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}
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public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset)
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{
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@ -1971,23 +1988,6 @@ namespace OpenSim.Region.Environment.Scenes
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#region Entities
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/// <summary>
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///
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/// </summary>
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/// <param name="entID"></param>
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/// <returns></returns>
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public bool DeleteEntity(LLUUID entID)
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{
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if (Entities.ContainsKey(entID))
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{
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Entities.Remove(entID);
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m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID);
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m_innerScene.RemoveAPrimCount();
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return true;
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}
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return false;
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}
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public void SendKillObject(uint localID)
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{
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Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
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@ -1744,9 +1744,7 @@ namespace OpenSim.Region.Environment.Scenes
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part.ClearUndoState();
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}
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DetachFromBackup(objectGroup);
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m_scene.DeleteEntity(objectGroup.UUID);
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m_scene.UnlinkSceneObject(objectGroup.UUID);
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// TODO Deleting the parts may cause problems later on if they have already
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// made it into the update queue. However, sending out updates for those parts is now
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