* 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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private Encoding enc = Encoding.ASCII;
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protected SceneObjectPart m_rootPart;
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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 Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
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protected ulong m_regionHandle;
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protected ulong m_regionHandle;
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@ -389,6 +393,8 @@ namespace OpenSim.Region.Environment.Scenes
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection returnresult = new EntityIntersection();
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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// Temporary commented to stop compiler warning
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// Temporary commented to stop compiler warning
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@ -420,6 +426,7 @@ namespace OpenSim.Region.Environment.Scenes
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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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}
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return returnresult;
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return returnresult;
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}
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}
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@ -476,6 +483,9 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.ToXml(writer);
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m_rootPart.ToXml(writer);
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writer.WriteEndElement();
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writer.WriteEndElement();
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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if (part.UUID != m_rootPart.UUID)
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if (part.UUID != m_rootPart.UUID)
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@ -485,6 +495,8 @@ namespace OpenSim.Region.Environment.Scenes
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writer.WriteEndElement();
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writer.WriteEndElement();
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}
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}
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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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writer.WriteEndElement();
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writer.WriteEndElement();
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}
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}
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@ -507,6 +519,9 @@ namespace OpenSim.Region.Environment.Scenes
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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m_rootPart.ToXml(writer);
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m_rootPart.ToXml(writer);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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if (part.UUID != m_rootPart.UUID)
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if (part.UUID != m_rootPart.UUID)
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@ -514,6 +529,8 @@ namespace OpenSim.Region.Environment.Scenes
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part.ToXml(writer);
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part.ToXml(writer);
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}
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}
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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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writer.WriteEndElement();
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writer.WriteEndElement();
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}
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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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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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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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newPart.SetParent(this);
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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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m_parts.Add(newPart.UUID, newPart);
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}
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SetPartAsRoot(newPart);
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SetPartAsRoot(newPart);
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}
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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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{
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SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
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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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newPart.SetParent(this);
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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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m_parts.Add(newPart.UUID, newPart);
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}
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SetPartAsNonRoot(newPart);
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SetPartAsNonRoot(newPart);
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}
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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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/// </summary>
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public void ResetIDs()
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public void ResetIDs()
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{
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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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List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
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m_parts.Clear();
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m_parts.Clear();
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foreach (SceneObjectPart part in partsList)
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foreach (SceneObjectPart part in partsList)
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@ -753,6 +782,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// Examine this object's parts to see if they've changed sufficiently to warrant an update
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/// Examine this object's parts to see if they've changed sufficiently to warrant an update
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/// </summary>
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/// </summary>
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public override void Update()
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public override void Update()
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{
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lock (m_parts)
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{
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{
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if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
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if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
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{
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{
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@ -760,6 +791,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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}
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lastPhysGroupPos = AbsolutePosition;
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lastPhysGroupPos = AbsolutePosition;
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}
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}
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@ -772,6 +804,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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}
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}
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lastPhysGroupRot = GroupRotation;
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lastPhysGroupRot = GroupRotation;
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}
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}
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@ -780,22 +813,29 @@ namespace OpenSim.Region.Environment.Scenes
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part.SendScheduledUpdates();
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part.SendScheduledUpdates();
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}
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}
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}
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}
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}
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public void ScheduleFullUpdateToAvatar(ScenePresence presence)
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public void ScheduleFullUpdateToAvatar(ScenePresence presence)
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{
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lock (m_parts)
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{
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.AddFullUpdateToAvatar(presence);
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part.AddFullUpdateToAvatar(presence);
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}
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}
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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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public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
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{
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lock (m_parts)
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{
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.AddTerseUpdateToAvatar(presence);
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part.AddTerseUpdateToAvatar(presence);
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Schedule a full update for every part in this object
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/// Schedule a full update for every part in this object
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@ -803,11 +843,15 @@ namespace OpenSim.Region.Environment.Scenes
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public void ScheduleGroupForFullUpdate()
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public void ScheduleGroupForFullUpdate()
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{
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{
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HasGroupChanged = true;
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HasGroupChanged = true;
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.ScheduleFullUpdate();
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part.ScheduleFullUpdate();
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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///
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///
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public void ScheduleGroupForTerseUpdate()
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public void ScheduleGroupForTerseUpdate()
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{
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{
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HasGroupChanged = true;
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HasGroupChanged = true;
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.ScheduleTerseUpdate();
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part.ScheduleTerseUpdate();
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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///
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///
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public void SendGroupFullUpdate()
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public void SendGroupFullUpdate()
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{
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{
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HasGroupChanged = true;
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HasGroupChanged = true;
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.SendFullUpdateToAllClients();
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part.SendFullUpdateToAllClients();
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}
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}
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}
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}
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}
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public void QueueForUpdateCheck()
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public void QueueForUpdateCheck()
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{
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{
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@ -844,11 +896,15 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendGroupTerseUpdate()
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public void SendGroupTerseUpdate()
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{
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{
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HasGroupChanged = true;
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HasGroupChanged = true;
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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part.SendTerseUpdateToAllClients();
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part.SendTerseUpdateToAllClients();
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}
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}
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}
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}
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}
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#endregion
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#endregion
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@ -860,6 +916,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="linknum"></param>
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/// <param name="linknum"></param>
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/// <returns>null if no child part with that linknum or child part</returns>
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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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public SceneObjectPart GetLinkNumPart(int linknum)
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{
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lock (m_parts)
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{
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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@ -868,6 +926,8 @@ namespace OpenSim.Region.Environment.Scenes
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return part;
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return part;
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}
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}
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}
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}
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}
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return null;
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return null;
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}
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}
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/// <param name="localID"></param>
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/// <param name="localID"></param>
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/// <returns>null if a child part with the local ID was not found</returns>
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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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public SceneObjectPart GetChildPart(uint localID)
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{
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lock (m_parts)
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{
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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@ -900,6 +962,8 @@ namespace OpenSim.Region.Environment.Scenes
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return part;
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return part;
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}
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}
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}
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}
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}
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return null;
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return null;
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}
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}
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@ -925,6 +989,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="localID"></param>
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/// <param name="localID"></param>
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/// <returns></returns>
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/// <returns></returns>
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public bool HasChildPrim(uint localID)
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public bool HasChildPrim(uint localID)
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{
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lock (m_parts)
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{
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{
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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@ -933,6 +999,7 @@ namespace OpenSim.Region.Environment.Scenes
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return true;
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return true;
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}
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}
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}
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}
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}
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return false;
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return false;
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}
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}
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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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linkPart.LinkNum = m_parts.Count;
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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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m_parts.Add(linkPart.UUID, linkPart);
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}
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linkPart.SetParent(this);
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linkPart.SetParent(this);
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//if (linkPart.PhysActor != null)
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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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LLQuaternion worldRot = linkPart.GetWorldRotation();
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// Remove the part from this object
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// Remove the part from this object
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lock (m_parts)
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{
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m_parts.Remove(linkPart.UUID);
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m_parts.Remove(linkPart.UUID);
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}
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linkPart.ParentID = 0;
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linkPart.ParentID = 0;
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if (linkPart.PhysActor != null)
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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.SetParent(this);
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part.ParentID = m_rootPart.LocalId;
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part.ParentID = m_rootPart.LocalId;
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part.LinkNum = m_parts.Count;
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part.LinkNum = m_parts.Count;
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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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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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Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
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axiomOldPos = oldGroupRotation*axiomOldPos;
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axiomOldPos = oldGroupRotation*axiomOldPos;
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@ -1297,6 +1376,8 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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if (part != null)
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{
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{
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// If we have children
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// If we have children
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lock (m_parts)
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{
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if (m_parts.Count > 1)
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if (m_parts.Count > 1)
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{
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{
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foreach (SceneObjectPart parts in m_parts.Values)
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foreach (SceneObjectPart parts in m_parts.Values)
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@ -1310,6 +1391,7 @@ namespace OpenSim.Region.Environment.Scenes
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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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}
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public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
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public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
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{
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{
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@ -1465,6 +1547,8 @@ namespace OpenSim.Region.Environment.Scenes
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diff.Y = axDiff.y;
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diff.Y = axDiff.y;
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diff.Z = axDiff.z;
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diff.Z = axDiff.z;
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lock (m_parts)
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{
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foreach (SceneObjectPart obPart in m_parts.Values)
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foreach (SceneObjectPart obPart in m_parts.Values)
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{
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{
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||||||
if (obPart.UUID != m_rootPart.UUID)
|
if (obPart.UUID != m_rootPart.UUID)
|
||||||
|
@ -1472,6 +1556,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
obPart.OffsetPosition = obPart.OffsetPosition + diff;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
AbsolutePosition = newPos;
|
AbsolutePosition = newPos;
|
||||||
ScheduleGroupForTerseUpdate();
|
ScheduleGroupForTerseUpdate();
|
||||||
}
|
}
|
||||||
|
@ -1562,6 +1648,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
lock (m_parts)
|
||||||
|
{
|
||||||
foreach (SceneObjectPart prim in m_parts.Values)
|
foreach (SceneObjectPart prim in m_parts.Values)
|
||||||
{
|
{
|
||||||
if (prim.UUID != m_rootPart.UUID)
|
if (prim.UUID != m_rootPart.UUID)
|
||||||
|
@ -1579,6 +1667,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
prim.ScheduleTerseUpdate();
|
prim.ScheduleTerseUpdate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
m_rootPart.ScheduleTerseUpdate();
|
m_rootPart.ScheduleTerseUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1692,16 +1782,21 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public override void UpdateMovement()
|
public override void UpdateMovement()
|
||||||
|
{
|
||||||
|
lock (m_parts)
|
||||||
{
|
{
|
||||||
foreach (SceneObjectPart part in m_parts.Values)
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
{
|
{
|
||||||
part.UpdateMovement();
|
part.UpdateMovement();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public float GetTimeDilation()
|
public float GetTimeDilation()
|
||||||
{
|
{
|
||||||
return m_scene.TimeDilation;
|
return m_scene.TimeDilation;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Added as a way for the storage provider to reset the scene,
|
/// 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...
|
/// 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>
|
/// <param name="part"></param>
|
||||||
public void AddPart(SceneObjectPart part)
|
public void AddPart(SceneObjectPart part)
|
||||||
{
|
{
|
||||||
lock (m_parts) {
|
lock (m_parts)
|
||||||
|
{
|
||||||
part.SetParent(this);
|
part.SetParent(this);
|
||||||
part.LinkNum = m_parts.Count;
|
part.LinkNum = m_parts.Count;
|
||||||
try {
|
|
||||||
|
try
|
||||||
|
{
|
||||||
m_parts.Add(part.UUID, part);
|
m_parts.Add(part.UUID, part);
|
||||||
} catch (Exception e) {
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
m_log.Error("Failed to add scened object part", e);
|
m_log.Error("Failed to add scened object part", e);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1734,6 +1834,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
///
|
///
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void UpdateParentIDs()
|
public void UpdateParentIDs()
|
||||||
|
{
|
||||||
|
lock (m_parts)
|
||||||
{
|
{
|
||||||
foreach (SceneObjectPart part in m_parts.Values)
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
{
|
{
|
||||||
|
@ -1743,14 +1845,18 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void RegenerateFullIDs()
|
public void RegenerateFullIDs()
|
||||||
|
{
|
||||||
|
lock (m_parts)
|
||||||
{
|
{
|
||||||
foreach (SceneObjectPart part in m_parts.Values)
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
{
|
{
|
||||||
part.UUID = LLUUID.Random();
|
part.UUID = LLUUID.Random();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ResetChildPrimPhysicsPositions()
|
public void ResetChildPrimPhysicsPositions()
|
||||||
{
|
{
|
||||||
|
@ -1803,6 +1909,9 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
public void DeleteGroup()
|
public void DeleteGroup()
|
||||||
{
|
{
|
||||||
DetachFromBackup(this);
|
DetachFromBackup(this);
|
||||||
|
|
||||||
|
lock (m_parts)
|
||||||
|
{
|
||||||
foreach (SceneObjectPart part in m_parts.Values)
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
{
|
{
|
||||||
List<ScenePresence> avatars = GetScenePresences();
|
List<ScenePresence> avatars = GetScenePresences();
|
||||||
|
@ -1817,6 +1926,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Delete all the parts in this group.
|
/// Delete all the parts in this group.
|
||||||
|
@ -1829,11 +1939,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
{
|
{
|
||||||
part.StopScripts();
|
part.StopScripts();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
m_rootPart = null;
|
m_rootPart = null;
|
||||||
m_parts.Clear();
|
m_parts.Clear();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void AddScriptLPS(int count)
|
public void AddScriptLPS(int count)
|
||||||
{
|
{
|
||||||
|
@ -1857,10 +1967,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ApplyPhysics(bool m_physicalPrim)
|
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);
|
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||||
foreach (SceneObjectPart part in m_parts.Values)
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
|
@ -1874,12 +1984,12 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void SetOwnerId(LLUUID userId)
|
public void SetOwnerId(LLUUID userId)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue