Fix link order when linking sets to sets
parent
afae9eafbe
commit
ce8419fdd0
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@ -1752,7 +1752,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
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// We do this in reverse to get the link order of the prims correct
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for (int i = children.Count - 1; i >= 0; i--)
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for (int i = 0 ; i < children.Count ; i++)
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{
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SceneObjectGroup child = children[i].ParentGroup;
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@ -1784,6 +1784,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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finally
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{
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lock (SceneObjectGroupsByLocalPartID)
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{
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foreach (SceneObjectPart part in parentGroup.Parts)
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SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
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}
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parentGroup.areUpdatesSuspended = false;
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parentGroup.HasGroupChanged = true;
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parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
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@ -2351,16 +2351,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="objectGroup">The group of prims which should be linked to this group</param>
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public void LinkToGroup(SceneObjectGroup objectGroup)
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{
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// Make sure we have sent any pending unlinks or stuff.
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//if (objectGroup.RootPart.UpdateFlag > 0)
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//{
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// m_log.WarnFormat(
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// "[SCENE OBJECT GROUP]: Forcing send of linkset {0}, {1} to {2}, {3} as its still waiting.",
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// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
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// objectGroup.RootPart.SendScheduledUpdates();
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//}
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
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// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
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@ -2384,45 +2374,27 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.RotationOffset = newRot;
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linkPart.ParentID = m_rootPart.LocalId;
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if (m_rootPart.LinkNum == 0)
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m_rootPart.LinkNum = 1;
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lock (m_parts.SyncRoot)
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{
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int linkNum = PrimCount + 1;
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m_parts.Add(linkPart.UUID, linkPart);
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// Insert in terms of link numbers, the new links
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// before the current ones (with the exception of
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// the root prim. Shuffle the old ones up
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (part.LinkNum != 1)
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{
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// Don't update root prim link number
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part.LinkNum += objectGroup.PrimCount;
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}
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}
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}
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linkPart.SetParent(this);
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linkPart.CreateSelected = true;
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linkPart.LinkNum = 2;
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linkPart.LinkNum = linkNum++;
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linkPart.SetParent(this);
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linkPart.CreateSelected = true;
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lock (m_parts.SyncRoot)
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{
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//if (linkPart.PhysActor != null)
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//{
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// m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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//linkPart.PhysActor = null;
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//}
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//TODO: rest of parts
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int linkNum = 3;
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SceneObjectPart[] ogParts = objectGroup.Parts;
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Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
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{
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return a.LinkNum - b.LinkNum;
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});
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for (int i = 0; i < ogParts.Length; i++)
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{
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SceneObjectPart part = ogParts[i];
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