Merge branch 'dev' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into dev

dsg
Dan Lake 2011-03-07 15:58:36 -08:00
commit e21176f974
4 changed files with 17 additions and 9 deletions

View File

@ -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()

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@ -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.

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@ -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);

View File

@ -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());