Enabled all synchronized properties to be updated by calling through SetXXX() to set values.
parent
29053b19d8
commit
e8e9a0fb43
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@ -795,7 +795,7 @@ namespace OpenSim.Region.Framework.Scenes
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//Set the property values as in the incoming copy of the object group
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//Set the property values as in the incoming copy of the object group
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SceneObjectGroup localGroup = root.ParentGroup;
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SceneObjectGroup localGroup = root.ParentGroup;
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localGroup.UpdateObjectProperties(linkedGroup);
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localGroup.UpdateObjectGroupBySync(linkedGroup);
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//debug
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//debug
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/*
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/*
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@ -2299,7 +2299,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else
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else
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{
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{
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localAfterGroup.UpdateObjectProperties(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
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localAfterGroup.UpdateObjectGroupBySync(incomingAfterDelinkGroupsDictionary[localAfterGroup.UUID]);
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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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@ -294,6 +294,11 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_rootPart.GroupPosition; }
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get { return m_rootPart.GroupPosition; }
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set
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set
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{
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{
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SetAbsolutePosition(value);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].UpdateBucketSyncInfo("GroupPosition");
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/*
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Vector3 val = value;
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Vector3 val = value;
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//REGION SYNC touched
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//REGION SYNC touched
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@ -328,6 +333,39 @@ namespace OpenSim.Region.Framework.Scenes
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//m_rootPart.GroupPosition.Z);
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//m_rootPart.GroupPosition.Z);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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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 SetAbsolutePosition(Vector3 value)
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{
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Vector3 val = value;
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//REGION SYNC touched
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//if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || m_scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || m_scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// && !IsAttachmentCheckFull())
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if (m_scene.IsBorderCrossing(LocX, LocY, val) && !IsAttachmentCheckFull() && (!m_scene.LoadingPrims))
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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}
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//end REGION SYNC touched
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if (RootPart.GetStatusSandbox())
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{
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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{
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RootPart.ScriptSetPhysicsStatus(false);
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Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
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ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
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return;
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}
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}
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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//parts[i].GroupPosition = val;
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parts[i].SetGroupPosition(val);
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}
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}
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}
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}
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@ -465,6 +503,20 @@ namespace OpenSim.Region.Framework.Scenes
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#region Constructors
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#region Constructors
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//SYMMETRIC SYNC
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public SceneObjectGroup(SceneObjectPart part, bool newGroupBySync)
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{
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if (!newGroupBySync)
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{
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SetRootPart(part);
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}
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else
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{
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SetRootPartBySync(part);
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}
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}
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/// <summary>
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/// <summary>
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/// Constructor
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/// Constructor
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/// </summary>
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/// </summary>
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@ -3728,7 +3780,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.LinkNum > linkPart.LinkNum)
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if (part.LinkNum > linkPart.LinkNum)
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{
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{
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//part.LinkNum--;
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//part.LinkNum--;
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part.SetLinkNum(part.LinkNum--);
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int linkNum = part.LinkNum - 1;
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part.SetLinkNum(linkNum);
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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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@ -3761,7 +3814,9 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.SetOffsetPosition(new Vector3(0, 0, 0));
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linkPart.SetOffsetPosition(new Vector3(0, 0, 0));
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linkPart.SetRotationOffset(worldRot);
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linkPart.SetRotationOffset(worldRot);
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SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
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//SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
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bool newGroupBySync = true;
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SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart, newGroupBySync);
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m_scene.AddNewSceneObjectBySync(objectGroup, true);
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m_scene.AddNewSceneObjectBySync(objectGroup, true);
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@ -3777,7 +3832,23 @@ namespace OpenSim.Region.Framework.Scenes
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return objectGroup;
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return objectGroup;
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}
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}
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/// <summary>
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/// Set a part to act as the root part for this scene object, in which SetLinkNum() is called instead of "LinkNum=".
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/// </summary>
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/// <param name="part"></param>
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public void SetRootPartBySync(SceneObjectPart part)
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{
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if (part == null)
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throw new ArgumentNullException("Cannot give SceneObjectGroup a null root SceneObjectPart");
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part.SetParent(this);
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m_rootPart = part;
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if (!IsAttachment)
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part.ParentID = 0;
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part.SetLinkNum(0);
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m_parts.Add(m_rootPart.UUID, m_rootPart);
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}
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public void ScheduleGroupForFullUpdate_SyncInfoUnchanged()
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public void ScheduleGroupForFullUpdate_SyncInfoUnchanged()
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{
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{
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@ -3806,21 +3877,27 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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Quaternion oldRootRotation = linkPart.RotationOffset;
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Quaternion oldRootRotation = linkPart.RotationOffset;
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linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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//linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
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linkPart.GroupPosition = AbsolutePosition;
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//linkPart.GroupPosition = AbsolutePosition;
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linkPart.SetOffsetPosition(linkPart.GroupPosition - AbsolutePosition);
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linkPart.SetGroupPosition(AbsolutePosition);
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Vector3 axPos = linkPart.OffsetPosition;
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Vector3 axPos = linkPart.OffsetPosition;
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Quaternion parentRot = m_rootPart.RotationOffset;
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Quaternion parentRot = m_rootPart.RotationOffset;
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axPos *= Quaternion.Inverse(parentRot);
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axPos *= Quaternion.Inverse(parentRot);
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linkPart.OffsetPosition = axPos;
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//linkPart.OffsetPosition = axPos;
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linkPart.SetOffsetPosition(axPos);
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Quaternion oldRot = linkPart.RotationOffset;
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Quaternion oldRot = linkPart.RotationOffset;
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Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
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Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
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linkPart.RotationOffset = newRot;
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//linkPart.RotationOffset = newRot;
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linkPart.SetRotationOffset(newRot);
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//ParentID is only valid locally, so remote value is ignored and no syncinfo will be modified
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linkPart.ParentID = m_rootPart.LocalId;
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linkPart.ParentID = m_rootPart.LocalId;
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if (m_rootPart.LinkNum == 0)
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if (m_rootPart.LinkNum == 0)
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m_rootPart.LinkNum = 1;
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//m_rootPart.LinkNum = 1;
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m_rootPart.SetLinkNum(1);
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lock (m_parts.SyncRoot)
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lock (m_parts.SyncRoot)
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{
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{
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@ -3836,11 +3913,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.LinkNum != 1)
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if (part.LinkNum != 1)
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{
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{
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// Don't update root prim link number
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// Don't update root prim link number
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part.LinkNum += objectGroup.PrimCount;
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//part.LinkNum += objectGroup.PrimCount;
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part.SetLinkNum(objectGroup.PrimCount);
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}
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}
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}
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}
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linkPart.LinkNum = 2;
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//linkPart.LinkNum = 2;
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linkPart.SetLinkNum(2);
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linkPart.SetParent(this);
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linkPart.SetParent(this);
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linkPart.CreateSelected = true;
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linkPart.CreateSelected = true;
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@ -3859,7 +3938,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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SceneObjectPart part = ogParts[i];
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SceneObjectPart part = ogParts[i];
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if (part.UUID != objectGroup.m_rootPart.UUID)
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if (part.UUID != objectGroup.m_rootPart.UUID)
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LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
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LinkNonRootPartBySync(part, oldGroupPosition, oldRootRotation, linkNum++);
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part.ClearUndoState();
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part.ClearUndoState();
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}
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}
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}
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}
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@ -3877,10 +3956,59 @@ namespace OpenSim.Region.Framework.Scenes
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// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
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// Here's the deal, this is ABSOLUTELY CRITICAL so the physics scene gets the update about the
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// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
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// position of linkset prims. IF YOU CHANGE THIS, YOU MUST TEST colliding with just linked and
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// unmoved prims!
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// unmoved prims!
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ResetChildPrimPhysicsPositions();
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//ResetChildPrimPhysicsPositions();
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//EntityBase sogBase = (EntityBase)this;
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//sogBase.AbsolutePosition = AbsolutePosition;
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SetAbsolutePosition(AbsolutePosition);
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}
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}
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private void LinkNonRootPartBySync(SceneObjectPart part, Vector3 oldGroupPosition, Quaternion oldGroupRotation, int linkNum)
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{
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Quaternion parentRot = oldGroupRotation;
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Quaternion oldRot = part.RotationOffset;
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Quaternion worldRot = parentRot * oldRot;
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parentRot = oldGroupRotation;
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Vector3 axPos = part.OffsetPosition;
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axPos *= parentRot;
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//part.OffsetPosition = axPos;
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//part.GroupPosition = oldGroupPosition + part.OffsetPosition;
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//part.OffsetPosition = Vector3.Zero;
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//part.RotationOffset = worldRot;
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part.SetOffsetPosition(axPos);
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part.SetGroupPosition(oldGroupPosition + part.OffsetPosition);
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part.SetOffsetPosition(Vector3.Zero);
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part.SetRotationOffset(worldRot);
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part.SetParent(this);
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part.ParentID = m_rootPart.LocalId;
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m_parts.Add(part.UUID, part);
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//part.LinkNum = linkNum;
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part.SetLinkNum(linkNum);
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//part.OffsetPosition = part.GroupPosition - AbsolutePosition;
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part.SetOffsetPosition(part.GroupPosition - AbsolutePosition);
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Quaternion rootRotation = m_rootPart.RotationOffset;
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Vector3 pos = part.OffsetPosition;
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pos *= Quaternion.Inverse(rootRotation);
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//part.OffsetPosition = pos;
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part.SetOffsetPosition(pos);
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parentRot = m_rootPart.RotationOffset;
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oldRot = part.RotationOffset;
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Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
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//part.RotationOffset = newRot;
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part.SetRotationOffset(newRot);
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}
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/*
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/*
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public void SyncInfoUpdate()
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public void SyncInfoUpdate()
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{
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{
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@ -335,7 +335,24 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IgnoreUndoUpdate = false;
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public bool IgnoreUndoUpdate = false;
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public PrimFlags LocalFlags;
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//SYMMETRIC SYNC
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//public PrimFlags LocalFlags;
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private PrimFlags m_localFlags;
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public PrimFlags LocalFlags
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{
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get { return m_localFlags; }
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set
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{
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SetLocalFlags(value);
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UpdateBucketSyncInfo("LocalFlags");
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}
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}
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public void SetLocalFlags(PrimFlags value)
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{
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m_localFlags = value;
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}
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private float m_damage = -1.0f;
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private float m_damage = -1.0f;
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private byte[] m_TextureAnimation;
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private byte[] m_TextureAnimation;
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private byte m_clickAction;
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private byte m_clickAction;
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@ -676,6 +693,8 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_name; }
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get { return m_name; }
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set
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set
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{
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{
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SetName(value);
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UpdateBucketSyncInfo("Name");
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/*
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/*
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m_name = value;
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m_name = value;
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if (PhysActor != null)
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if (PhysActor != null)
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set
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set
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{
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{
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SetAcceleration(value);
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SetAcceleration(value);
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//UpdateBucketSyncInfo("Acceleration");
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UpdateBucketSyncInfo("Acceleration");
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//m_acceleration = value;
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//m_acceleration = value;
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}
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}
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}
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}
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set
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set
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{
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{
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SetDescription(value);
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SetDescription(value);
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//UpdateBucketSyncInfo("Description");
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UpdateBucketSyncInfo("Description");
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/*
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/*
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m_description = value;
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m_description = value;
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PhysicsActor actor = PhysActor;
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PhysicsActor actor = PhysActor;
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set
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set
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{
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{
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SetColor(value);
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SetColor(value);
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//UpdateBucketSyncInfo("Color");
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UpdateBucketSyncInfo("Color");
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//m_color = value;
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//m_color = value;
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/* ScheduleFullUpdate() need not be called b/c after
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/* ScheduleFullUpdate() need not be called b/c after
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set
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set
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{
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{
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SetText(value, false);
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SetText(value, false);
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//UpdateBucketSyncInfo("Text");
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UpdateBucketSyncInfo("Text");
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//m_text = value;
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//m_text = value;
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}
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}
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}
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}
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@ -1333,7 +1353,7 @@ namespace OpenSim.Region.Framework.Scenes
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set
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set
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{
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{
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SetSitName(value);
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SetSitName(value);
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//UpdateBucketSyncInfo("SitName");
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UpdateBucketSyncInfo("SitName");
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//m_sitName = value;
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//m_sitName = value;
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}
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}
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}
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}
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set
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set
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{
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{
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SetClickAction(value);
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SetClickAction(value);
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//UpdateBucketSyncInfo("ClickAction");
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UpdateBucketSyncInfo("ClickAction");
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//m_clickAction = value;
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//m_clickAction = value;
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}
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}
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}
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}
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@ -1579,6 +1599,11 @@ namespace OpenSim.Region.Framework.Scenes
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//m_sitTargetPosition = value;
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//m_sitTargetPosition = value;
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}
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}
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}
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}
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//SYMMETRIC SYNC
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public void SetSitTargetPositionLL(Vector3 value)
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{
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m_sitTargetPosition = value;
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}
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public Quaternion SitTargetOrientationLL
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public Quaternion SitTargetOrientationLL
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{
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{
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@ -1599,6 +1624,11 @@ namespace OpenSim.Region.Framework.Scenes
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//m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W);
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//m_sitTargetOrientation = new Quaternion(value.X, value.Y, value.Z, value.W);
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}
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}
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}
|
}
|
||||||
|
//SYMMETRIC SYNC
|
||||||
|
public void SetSitTargetOrientationLL(Quaternion value)
|
||||||
|
{
|
||||||
|
m_sitTargetOrientation = value;
|
||||||
|
}
|
||||||
|
|
||||||
public bool Stopped
|
public bool Stopped
|
||||||
{
|
{
|
||||||
|
@ -5673,8 +5703,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
"RotationOffset",
|
"RotationOffset",
|
||||||
"Velocity",
|
"Velocity",
|
||||||
"AngularVelocity",
|
"AngularVelocity",
|
||||||
//"Acceleration",
|
"Acceleration", //This is the property maintained in SOP. SOP and PA read/write their own local copies of acceleration, so we distinguish the copies
|
||||||
"SOP_Acceleration", //SOP and PA read/write their own local copies of acceleration, so we distinguish the copies
|
//"SOP_Acceleration", //SOP and PA read/write their own local copies of acceleration, so we distinguish the copies
|
||||||
"Description",
|
"Description",
|
||||||
"Color",
|
"Color",
|
||||||
"Text",
|
"Text",
|
||||||
|
@ -5997,21 +6027,53 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
SetPassTouches(updatedPart.PassTouches);
|
SetPassTouches(updatedPart.PassTouches);
|
||||||
//RegionHandle skipped
|
//RegionHandle skipped
|
||||||
SetScriptAccessPin(updatedPart.ScriptAccessPin);
|
SetScriptAccessPin(updatedPart.ScriptAccessPin);
|
||||||
|
SetAcceleration(updatedPart.Acceleration);
|
||||||
//SetAcceleration(updatedPart.Acceleration);
|
SetDescription(updatedPart.Description);
|
||||||
//SetDescription(updatedPart.Description);
|
SetColor(updatedPart.Color);
|
||||||
//SetColor(updatedPart.Color);
|
SetText(updatedPart.Text);
|
||||||
//SetText(updatedPart.Text);
|
SetSitName(updatedPart.SitName);
|
||||||
//SetSitName(updatedPart.SitName);
|
|
||||||
|
|
||||||
SetTouchName(updatedPart.TouchName);
|
SetTouchName(updatedPart.TouchName);
|
||||||
SetLinkNum(updatedPart.LinkNum);
|
SetLinkNum(updatedPart.LinkNum);
|
||||||
//SetClickAction(updatedPart.ClickAction);
|
SetClickAction(updatedPart.ClickAction);
|
||||||
|
|
||||||
SetShape(updatedPart.Shape);
|
SetShape(updatedPart.Shape);
|
||||||
|
//UpdateFlag skipped: It's a flag meanful locally, especially in scheduling updates to viewers.
|
||||||
|
//Only in one place will it cause updating some "last" variables (see SendScheduledUpdates).
|
||||||
|
SetSitTargetOrientation(updatedPart.SitTargetOrientation);
|
||||||
|
SetSitTargetPosition(updatedPart.SitTargetPosition);
|
||||||
|
SetSitTargetPositionLL(updatedPart.SitTargetPositionLL);
|
||||||
|
SetSitTargetOrientationLL(updatedPart.SitTargetOrientationLL);
|
||||||
|
//ParentID skipped, the value is assigned locally and only meaningful locally (LinkObjects and LinkObjectsBySync will set it appropriately)\
|
||||||
|
SetCreationDate(updatedPart.CreationDate);
|
||||||
|
SetCategory(updatedPart.Category);
|
||||||
|
SetSalePrice(updatedPart.SalePrice);
|
||||||
|
SetObjectSaleType(updatedPart.ObjectSaleType);
|
||||||
|
SetOwnershipCost(updatedPart.OwnershipCost);
|
||||||
|
SetGroupID(updatedPart.GroupID);
|
||||||
|
SetOwnerID(updatedPart.OwnerID);
|
||||||
|
SetLastOwnerID(updatedPart.LastOwnerID);
|
||||||
|
SetBaseMask(updatedPart.BaseMask);
|
||||||
|
SetOwnerMask(updatedPart.OwnerMask);
|
||||||
|
SetGroupMask(updatedPart.GroupMask);
|
||||||
|
SetEveryoneMask(updatedPart.EveryoneMask);
|
||||||
|
SetNextOwnerMask(updatedPart.NextOwnerMask);
|
||||||
|
SetFlags(updatedPart.Flags);
|
||||||
|
//Treat CollisionSound in a different way, so that if any property needs to be changed due to aggregateScriptEvents(), timestamp can be updated after
|
||||||
|
//the current copying-property-values-from-remote-sync-message is done.
|
||||||
|
bool collisionSoundUpdated = UpdateCollisionSound(updatedPart.CollisionSound);
|
||||||
|
SetCollisionSoundVolume(updatedPart.CollisionSoundVolume);
|
||||||
|
SetMediaUrl(updatedPart.MediaUrl);
|
||||||
|
SetTextureAnimation(updatedPart.TextureAnimation);
|
||||||
|
SetParticleSystem(updatedPart.ParticleSystem);
|
||||||
|
|
||||||
|
|
||||||
m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp = updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp;
|
m_bucketSyncInfoList[bucketName].LastUpdateTimeStamp = updatedPart.BucketSyncInfoList[bucketName].LastUpdateTimeStamp;
|
||||||
m_bucketSyncInfoList[bucketName].LastUpdateActorID = updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID;
|
m_bucketSyncInfoList[bucketName].LastUpdateActorID = updatedPart.BucketSyncInfoList[bucketName].LastUpdateActorID;
|
||||||
|
|
||||||
|
if (collisionSoundUpdated)
|
||||||
|
{
|
||||||
|
//If the local actor is Script Engine, it will catch this evnet and trigger aggregateScriptEvents()
|
||||||
|
m_parentGroup.Scene.EventManager.TriggerAggregateScriptEvents(this);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue