Add EventManager.OnSceneObjectPreSave() for future use. This is triggered immediately before a copy of the group is persisted to storage
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491b8181ad
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c70d57ff98
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@ -101,6 +101,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
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m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
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m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
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m_scene.EventManager.OnSceneObjectPreSave += OnSceneObjectPreSave;
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}
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public void Close()
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@ -108,6 +109,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
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m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
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m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
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m_scene.EventManager.OnSceneObjectPreSave -= OnSceneObjectPreSave;
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}
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public void OnRegisterCaps(UUID agentID, Caps caps)
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@ -157,11 +159,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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}
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}
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public void OnSceneObjectLoaded(SceneObjectGroup sog)
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public void OnSceneObjectLoaded(SceneObjectGroup so)
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{
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m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", sog.Name, sog.UUID);
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m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
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}
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public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
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{
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m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
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}
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public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
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{
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MediaEntry me = null;
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@ -330,14 +330,26 @@ namespace OpenSim.Region.Framework.Scenes
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/// If the object is being attached, then the avatarID will be present. If the object is being detached then
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/// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
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public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
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public event Attach OnAttach;
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public delegate void SceneObjectDelegate(SceneObjectGroup so);
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public event Attach OnAttach;
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/// <summary>
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/// Called immediately after an object is loaded from storage.
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/// </summary>
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public event SceneObjectDelegate OnSceneObjectLoaded;
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public delegate void SceneObjectDelegate(SceneObjectGroup so);
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/// <summary>
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/// Called immediately before an object is saved to storage.
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/// </summary>
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/// <param name="persistingSo">
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/// The scene object being persisted.
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/// This is actually a copy of the original scene object so changes made here will be saved to storage but will not be kept in memory.
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/// </param>
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/// <param name="originalSo">
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/// The original scene object being persisted. Changes here will stay in memory but will not be saved to storage on this save.
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/// </param>
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public event SceneObjectPreSaveDelegate OnSceneObjectPreSave;
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public delegate void SceneObjectPreSaveDelegate(SceneObjectGroup persistingSo, SceneObjectGroup originalSo);
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public delegate void RegionUp(GridRegion region);
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public event RegionUp OnRegionUp;
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@ -2040,6 +2052,27 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
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{
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SceneObjectPreSaveDelegate handler = OnSceneObjectPreSave;
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if (handler != null)
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{
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foreach (SceneObjectPreSaveDelegate d in handler.GetInvocationList())
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{
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try
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{
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d(persistingSo, originalSo);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerOnSceneObjectPreSave failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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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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@ -1479,6 +1479,7 @@ namespace OpenSim.Region.Framework.Scenes
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backup_group.RootPart.ParticleSystem = RootPart.ParticleSystem;
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HasGroupChanged = false;
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m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
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datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
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backup_group.ForEachPart(delegate(SceneObjectPart part)
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