* Stop the HasGroupChanged flag being reverted for newly restored prims which need to be persisted to the db
* This should stop the problem where linked prims loaded via an archive did not survive server restart * It may address mantis 1819 though the symptoms don't look consistent0.6.0-stable
parent
c724e38433
commit
d954f46a0a
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@ -261,8 +261,8 @@ namespace OpenSim.Region.Environment.Scenes
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Entities.Add(sceneObject.UUID, sceneObject);
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m_numPrim += sceneObject.Children.Count;
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if (attachToBackup)
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sceneObject.AttachToBackup();
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if (attachToBackup)
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sceneObject.AttachToBackup();
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return true;
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}
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@ -512,8 +512,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (InSceneBackup)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Attaching object {0} to scene presistence sweep", UUID);
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//m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID);
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m_scene.EventManager.OnBackup += ProcessBackup;
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}
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@ -873,11 +873,15 @@ namespace OpenSim.Region.Environment.Scenes
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return m_scene.MaxUndoCount;
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return 5;
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}
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public void ResetChildPrimPhysicsPositions()
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{
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AbsolutePosition = AbsolutePosition;
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HasGroupChanged = false;
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}
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// justincc: I don't believe this hack is needed any longer, especially since the physics
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// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
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// this method was preventing proper reload of scene objects.
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//public void ResetChildPrimPhysicsPositions()
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//{
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// AbsolutePosition = AbsolutePosition;
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// HasGroupChanged = false;
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//}
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public LLUUID GetPartsFullID(uint localID)
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{
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@ -1061,8 +1065,9 @@ namespace OpenSim.Region.Environment.Scenes
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{
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part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim);
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}
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// Hack to get the physics scene geometries in the right spot
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ResetChildPrimPhysicsPositions();
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//ResetChildPrimPhysicsPositions();
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}
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}
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else
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@ -1095,15 +1100,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="datastore"></param>
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public void ProcessBackup(IRegionDataStore datastore)
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{
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// don't backup while it's selected or you're asking for changes mid stream.
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{
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if (HasGroupChanged)
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{
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// don't backup while it's selected or you're asking for changes mid stream.
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if ((!IsSelected) && (RootPart != null))
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{
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m_log.InfoFormat(
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"[SCENE]: Storing object {0}, {1} in {2}",
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m_rootPart.Name, UUID, m_scene.RegionInfo.RegionName);
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Name, UUID, m_scene.RegionInfo.RegionName);
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SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false);
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@ -1117,14 +1122,10 @@ namespace OpenSim.Region.Environment.Scenes
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Did not update persistence of object {0} since it was still selected by an avatar during the backup sweep", UUID);
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// "[SCENE]: Did not update persistence of object {0} {1}, selected = {2}",
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// Name, UUID, IsSelected);
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// }
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}
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// Why is storing the inventory outside of HasGroupChanged?
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//ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
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}
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#endregion
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@ -491,16 +491,16 @@ namespace OpenSim.Region.Environment.Scenes
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{
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StoreUndoState();
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m_offsetPosition = value;
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try
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{
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//try
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//{
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// Hack to get the child prim to update world positions in the physics engine
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ParentGroup.ResetChildPrimPhysicsPositions();
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// ParentGroup.ResetChildPrimPhysicsPositions();
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}
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catch (NullReferenceException)
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{
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//}
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//catch (NullReferenceException)
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//{
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// Ignore, and skip over.
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}
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//}
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//m_log.Info("[PART]: OFFSET:" + m_offsetPosition.ToString());
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}
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}
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