* Add a large amount of extra locking to m_parts in SceneObjectGroup
* Should help stop any InvalidOperationExceptions caused by concurrent read/write * The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...0.6.0-stable
parent
f77ab46184
commit
d135dad051
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@ -48,6 +48,10 @@ namespace OpenSim.Region.Environment.Scenes
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private Encoding enc = Encoding.ASCII;
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protected SceneObjectPart m_rootPart;
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/// <summary>
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/// The constituent parts of this group
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/// </summary>
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protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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protected ulong m_regionHandle;
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@ -389,34 +393,37 @@ namespace OpenSim.Region.Environment.Scenes
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EntityIntersection returnresult = new EntityIntersection();
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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// Temporary commented to stop compiler warning
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//Vector3 partPosition =
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// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
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Quaternion parentrotation =
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new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
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// Telling the prim to raytrace.
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EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
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// This may need to be updated to the maximum draw distance possible..
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// We might (and probably will) be checking for prim creation from other sims
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// when the camera crosses the border.
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float idist = (float)Constants.RegionSize;
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if (inter.HitTF)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist)
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// Temporary commented to stop compiler warning
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//Vector3 partPosition =
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// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
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Quaternion parentrotation =
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new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
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// Telling the prim to raytrace.
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EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
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// This may need to be updated to the maximum draw distance possible..
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// We might (and probably will) be checking for prim creation from other sims
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// when the camera crosses the border.
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float idist = (float)Constants.RegionSize;
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if (inter.HitTF)
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{
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idist = inter.distance;
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returnresult.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist)
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{
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idist = inter.distance;
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returnresult.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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}
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}
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}
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}
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@ -476,15 +483,20 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.ToXml(writer);
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writer.WriteEndElement();
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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if (part.UUID != m_rootPart.UUID)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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writer.WriteStartElement(String.Empty, "Part", String.Empty);
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part.ToXml(writer);
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writer.WriteEndElement();
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if (part.UUID != m_rootPart.UUID)
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{
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writer.WriteStartElement(String.Empty, "Part", String.Empty);
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part.ToXml(writer);
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writer.WriteEndElement();
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}
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}
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}
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writer.WriteEndElement();
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writer.WriteEndElement();
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}
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@ -507,13 +519,18 @@ namespace OpenSim.Region.Environment.Scenes
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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m_rootPart.ToXml(writer);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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if (part.UUID != m_rootPart.UUID)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.ToXml(writer);
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if (part.UUID != m_rootPart.UUID)
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{
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part.ToXml(writer);
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}
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}
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}
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writer.WriteEndElement();
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writer.WriteEndElement();
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}
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@ -593,7 +610,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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newPart.SetParent(this);
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m_parts.Add(newPart.UUID, newPart);
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lock (m_parts)
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{
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m_parts.Add(newPart.UUID, newPart);
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}
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SetPartAsRoot(newPart);
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}
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@ -685,7 +707,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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newPart.SetParent(this);
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m_parts.Add(newPart.UUID, newPart);
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lock (m_parts)
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{
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m_parts.Add(newPart.UUID, newPart);
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}
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SetPartAsNonRoot(newPart);
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}
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@ -697,6 +724,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void ResetIDs()
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{
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// As this is only ever called for prims which are not currently part of the scene (and hence
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// not accessible by clients), there should be no need to lock
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List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
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m_parts.Clear();
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foreach (SceneObjectPart part in partsList)
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@ -754,46 +783,57 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public override void Update()
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{
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if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
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lock (m_parts)
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{
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if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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lastPhysGroupPos = AbsolutePosition;
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}
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if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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lastPhysGroupRot = GroupRotation;
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}
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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part.SendScheduledUpdates();
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}
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lastPhysGroupPos = AbsolutePosition;
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}
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if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
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|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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lastPhysGroupRot = GroupRotation;
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}
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.SendScheduledUpdates();
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}
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}
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public void ScheduleFullUpdateToAvatar(ScenePresence presence)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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part.AddFullUpdateToAvatar(presence);
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.AddFullUpdateToAvatar(presence);
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}
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}
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}
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public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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part.AddTerseUpdateToAvatar(presence);
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.AddTerseUpdateToAvatar(presence);
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}
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}
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}
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@ -803,9 +843,13 @@ namespace OpenSim.Region.Environment.Scenes
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public void ScheduleGroupForFullUpdate()
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{
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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part.ScheduleFullUpdate();
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.ScheduleFullUpdate();
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}
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}
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}
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@ -815,9 +859,13 @@ namespace OpenSim.Region.Environment.Scenes
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public void ScheduleGroupForTerseUpdate()
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{
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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part.ScheduleTerseUpdate();
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.ScheduleTerseUpdate();
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}
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}
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}
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@ -827,9 +875,13 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendGroupFullUpdate()
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{
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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part.SendFullUpdateToAllClients();
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.SendFullUpdateToAllClients();
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}
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}
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}
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@ -844,9 +896,13 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendGroupTerseUpdate()
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{
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HasGroupChanged = true;
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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part.SendTerseUpdateToAllClients();
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.SendTerseUpdateToAllClients();
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}
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}
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}
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@ -861,13 +917,17 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns>null if no child part with that linknum or child part</returns>
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public SceneObjectPart GetLinkNumPart(int linknum)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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if (part.LinkNum == linknum)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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return part;
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if (part.LinkNum == linknum)
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{
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return part;
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}
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}
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}
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return null;
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}
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@ -893,13 +953,17 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns>null if a child part with the local ID was not found</returns>
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public SceneObjectPart GetChildPart(uint localID)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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if (part.LocalId == localID)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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return part;
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if (part.LocalId == localID)
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{
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return part;
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}
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}
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}
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return null;
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}
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@ -926,11 +990,14 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns></returns>
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public bool HasChildPrim(uint localID)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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if (part.LocalId == localID)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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return true;
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if (part.LocalId == localID)
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{
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return true;
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}
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}
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}
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return false;
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@ -988,7 +1055,11 @@ namespace OpenSim.Region.Environment.Scenes
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linkPart.LinkNum = m_parts.Count;
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m_parts.Add(linkPart.UUID, linkPart);
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lock (m_parts)
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{
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m_parts.Add(linkPart.UUID, linkPart);
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}
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linkPart.SetParent(this);
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//if (linkPart.PhysActor != null)
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@ -1038,7 +1109,11 @@ namespace OpenSim.Region.Environment.Scenes
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LLQuaternion worldRot = linkPart.GetWorldRotation();
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// Remove the part from this object
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m_parts.Remove(linkPart.UUID);
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lock (m_parts)
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{
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m_parts.Remove(linkPart.UUID);
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}
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linkPart.ParentID = 0;
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if (linkPart.PhysActor != null)
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@ -1121,7 +1196,11 @@ namespace OpenSim.Region.Environment.Scenes
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part.SetParent(this);
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part.ParentID = m_rootPart.LocalId;
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part.LinkNum = m_parts.Count;
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m_parts.Add(part.UUID, part);
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lock (m_parts)
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{
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m_parts.Add(part.UUID, part);
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}
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Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
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axiomOldPos = oldGroupRotation*axiomOldPos;
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@ -1297,16 +1376,19 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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{
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// If we have children
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if (m_parts.Count > 1)
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{
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foreach (SceneObjectPart parts in m_parts.Values)
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lock (m_parts)
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{
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if (m_parts.Count > 1)
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{
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parts.UpdatePrimFlags(type, inUse, data);
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foreach (SceneObjectPart parts in m_parts.Values)
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{
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parts.UpdatePrimFlags(type, inUse, data);
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}
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}
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else
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{
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part.UpdatePrimFlags(type, inUse, data);
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}
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}
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else
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{
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part.UpdatePrimFlags(type, inUse, data);
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}
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}
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}
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@ -1465,13 +1547,17 @@ namespace OpenSim.Region.Environment.Scenes
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diff.Y = axDiff.y;
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diff.Z = axDiff.z;
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foreach (SceneObjectPart obPart in m_parts.Values)
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lock (m_parts)
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{
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if (obPart.UUID != m_rootPart.UUID)
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foreach (SceneObjectPart obPart in m_parts.Values)
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{
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obPart.OffsetPosition = obPart.OffsetPosition + diff;
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if (obPart.UUID != m_rootPart.UUID)
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{
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obPart.OffsetPosition = obPart.OffsetPosition + diff;
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}
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}
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}
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AbsolutePosition = newPos;
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ScheduleGroupForTerseUpdate();
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}
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@ -1562,23 +1648,27 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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foreach (SceneObjectPart prim in m_parts.Values)
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lock (m_parts)
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{
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if (prim.UUID != m_rootPart.UUID)
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foreach (SceneObjectPart prim in m_parts.Values)
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{
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Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
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axPos = oldParentRot*axPos;
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axPos = axRot.Inverse()*axPos;
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prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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Quaternion primsRot =
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new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
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prim.RotationOffset.Z);
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Quaternion newRot = oldParentRot*primsRot;
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newRot = axRot.Inverse()*newRot;
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prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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prim.ScheduleTerseUpdate();
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if (prim.UUID != m_rootPart.UUID)
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{
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Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
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axPos = oldParentRot*axPos;
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axPos = axRot.Inverse()*axPos;
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prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
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Quaternion primsRot =
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new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
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prim.RotationOffset.Z);
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Quaternion newRot = oldParentRot*primsRot;
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newRot = axRot.Inverse()*newRot;
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prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
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prim.ScheduleTerseUpdate();
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}
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}
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}
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m_rootPart.ScheduleTerseUpdate();
|
||||
}
|
||||
|
||||
|
@ -1693,15 +1783,20 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
public override void UpdateMovement()
|
||||
{
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
lock (m_parts)
|
||||
{
|
||||
part.UpdateMovement();
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
{
|
||||
part.UpdateMovement();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float GetTimeDilation()
|
||||
{
|
||||
return m_scene.TimeDilation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Added as a way for the storage provider to reset the scene,
|
||||
/// most likely a better way to do this sort of thing but for now...
|
||||
|
@ -1719,12 +1814,17 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// <param name="part"></param>
|
||||
public void AddPart(SceneObjectPart part)
|
||||
{
|
||||
lock (m_parts) {
|
||||
lock (m_parts)
|
||||
{
|
||||
part.SetParent(this);
|
||||
part.LinkNum = m_parts.Count;
|
||||
try {
|
||||
|
||||
try
|
||||
{
|
||||
m_parts.Add(part.UUID, part);
|
||||
} catch (Exception e) {
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("Failed to add scened object part", e);
|
||||
}
|
||||
}
|
||||
|
@ -1735,20 +1835,26 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
/// </summary>
|
||||
public void UpdateParentIDs()
|
||||
{
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
lock (m_parts)
|
||||
{
|
||||
if (part.UUID != m_rootPart.UUID)
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
{
|
||||
part.ParentID = m_rootPart.LocalId;
|
||||
if (part.UUID != m_rootPart.UUID)
|
||||
{
|
||||
part.ParentID = m_rootPart.LocalId;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RegenerateFullIDs()
|
||||
{
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
lock (m_parts)
|
||||
{
|
||||
part.UUID = LLUUID.Random();
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
{
|
||||
part.UUID = LLUUID.Random();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1803,17 +1909,21 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
public void DeleteGroup()
|
||||
{
|
||||
DetachFromBackup(this);
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
|
||||
lock (m_parts)
|
||||
{
|
||||
List<ScenePresence> avatars = GetScenePresences();
|
||||
for (int i = 0; i < avatars.Count; i++)
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
{
|
||||
if (avatars[i].ParentID == LocalId)
|
||||
List<ScenePresence> avatars = GetScenePresences();
|
||||
for (int i = 0; i < avatars.Count; i++)
|
||||
{
|
||||
avatars[i].StandUp();
|
||||
}
|
||||
if (avatars[i].ParentID == LocalId)
|
||||
{
|
||||
avatars[i].StandUp();
|
||||
}
|
||||
|
||||
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
|
||||
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1829,10 +1939,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
{
|
||||
part.StopScripts();
|
||||
}
|
||||
|
||||
m_rootPart = null;
|
||||
m_parts.Clear();
|
||||
}
|
||||
|
||||
m_rootPart = null;
|
||||
m_parts.Clear();
|
||||
}
|
||||
|
||||
public void AddScriptLPS(int count)
|
||||
|
@ -1858,9 +1968,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
public void ApplyPhysics(bool m_physicalPrim)
|
||||
{
|
||||
if (m_parts.Count > 1)
|
||||
{
|
||||
lock (m_parts)
|
||||
lock (m_parts)
|
||||
{
|
||||
if (m_parts.Count > 1)
|
||||
{
|
||||
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||
foreach (SceneObjectPart part in m_parts.Values)
|
||||
|
@ -1874,10 +1984,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||
else
|
||||
{
|
||||
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue