Merge branch 'dev' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into dev
						commit
						e21176f974
					
				|  | @ -271,7 +271,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule | |||
|             { | ||||
|                 m_presenceUpdates[presence.UUID] = presence; | ||||
|             } | ||||
|             m_log.DebugFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString()); | ||||
|             //m_log.DebugFormat("[REGION SYNC SERVER MODULE] QueuePresenceForUpdate: {0}", presence.UUID.ToString()); | ||||
|         } | ||||
| 
 | ||||
|         public void SendUpdates() | ||||
|  |  | |||
|  | @ -752,7 +752,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule | |||
|                 data["LastUpdateActorID"] = OSD.FromString(updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID); | ||||
| 
 | ||||
|                 SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedBucketProperties, OSDParser.SerializeJsonString(data)); | ||||
|                 m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString()); | ||||
|                 //m_log.DebugFormat("{0}: PhysBucketSender for {1}, pos={2}", LogHeader, updatedPart.UUID.ToString(), pa.Position.ToString()); | ||||
|                 SendObjectUpdateToRelevantSyncConnectors(updatedPart, syncMsg); | ||||
|             } | ||||
|         } | ||||
|  | @ -1268,8 +1268,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule | |||
|                 HashSet<SyncConnector> newlist = new HashSet<SyncConnector>(currentlist); | ||||
|                 newlist.Remove(syncConnector); | ||||
| 
 | ||||
|                 if (newlist.Count == 0) | ||||
|                 { | ||||
|                     m_synced = false; | ||||
|                 } | ||||
| 
 | ||||
|                 m_syncConnectors = newlist; | ||||
|             } | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public void StopAllSyncConnectors() | ||||
|  | @ -1517,7 +1523,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule | |||
|             UUID partUUID = data["UUID"].AsUUID(); | ||||
|             string bucketName = data["Bucket"].AsString(); | ||||
| 
 | ||||
|             m_log.DebugFormat("{0}: HandleUpdatedBucketProperties {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName); | ||||
|             //m_log.DebugFormat("{0}: HandleUpdatedBucketProperties {1}: for {2}/{3}", LogHeader, senderActorID, partUUID.ToString(), bucketName); | ||||
| 
 | ||||
|             /* Commented out since OSDMap is now passed all the way through to the unpacker. | ||||
|              * Previous implementation is to create a SOP and copy the values into same and copy them out later. | ||||
|  |  | |||
|  | @ -166,7 +166,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|             get { return m_physActor; } | ||||
|             set | ||||
|             { | ||||
|                 m_log.DebugFormat("[SCENE OBJECT PART]: PhysActor set to {0} for {1} {2}", value, Name, UUID); | ||||
|                 //m_log.DebugFormat("[SCENE OBJECT PART]: PhysActor set to {0} for {1} {2}", value, Name, UUID); | ||||
|                 m_physActor = value; | ||||
|             } | ||||
|         } | ||||
|  | @ -5450,6 +5450,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                 localPart.EveryoneMask = updatedPart.EveryoneMask; | ||||
|                 localPart.NextOwnerMask = updatedPart.NextOwnerMask; | ||||
|                 localPart.Flags = updatedPart.Flags; | ||||
|                 localPart.LocalFlags = updatedPart.LocalFlags; | ||||
| 
 | ||||
|                 //We will update CollisionSound with special care so that it does not lead to ScheduleFullUpdate of this part, to make the actor think it just made an update and  | ||||
|                 //need to propogate that update to other actors. | ||||
|  | @ -5830,8 +5831,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         { | ||||
|             if (updatedProperties != null && updatedProperties.Count > 0) | ||||
|             { | ||||
|                 m_log.DebugFormat("{0}: Tainting bucket for properties {1}",  | ||||
|                             "[SCENE OBJECT PART]", updatedProperties.ToString()); | ||||
|                 //m_log.DebugFormat("{0}: Tainting bucket for properties {1}",  | ||||
|                 //            "[SCENE OBJECT PART]", updatedProperties.ToString()); | ||||
|                 foreach (SceneObjectPartProperties property in updatedProperties) | ||||
|                 { | ||||
|                     TaintBucketSyncInfo(property); | ||||
|  |  | |||
|  | @ -330,7 +330,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
|             m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem); | ||||
| 
 | ||||
|             //SYMMETRIC SYNC | ||||
|             //m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags); | ||||
|             m_SOPXmlProcessors.Add("LocalFlags", ProcessLocalFlags); | ||||
|             //m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp); | ||||
|             //m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID); | ||||
|             m_SOPXmlProcessors.Add("IsAttachment", ProcessIsAttachment); | ||||
|  | @ -718,13 +718,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
|         { | ||||
|             obj.LastUpdateActorID = reader.ReadElementContentAsString("LastUpdateActorID", string.Empty); | ||||
|         } | ||||
|          * */  | ||||
|           | ||||
| 
 | ||||
|         private static void ProcessLocalFlags(SceneObjectPart obj, XmlTextReader reader) | ||||
|         { | ||||
|             obj.LocalFlags = Util.ReadEnum<PrimFlags>(reader, "LocalFlags"); | ||||
|         } | ||||
|          * */ | ||||
|           | ||||
| 
 | ||||
|         private static void ProcessIsAttachment(SceneObjectPart obj, XmlTextReader reader) | ||||
|         { | ||||
|  | @ -1273,7 +1274,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
|             writer.WriteElementString("NextOwnerMask", sop.NextOwnerMask.ToString()); | ||||
|             //SYMMETRIC SYNC: also serialize SceneObjectPart:LocalFlags, so that it can be propogated across actors | ||||
|             WriteFlags(writer, "Flags", sop.Flags.ToString(), options); | ||||
|             //WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options); | ||||
|             WriteFlags(writer, "LocalFlags", sop.LocalFlags.ToString(), options); | ||||
|             //end SYMMETRIC SYNC | ||||
|             WriteUUID(writer, "CollisionSound", sop.CollisionSound, options); | ||||
|             writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString()); | ||||
|  |  | |||
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	 Dan Lake
						Dan Lake