Merge branch 'dev_kitty' into dev
commit
ea2dc04bac
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@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ClientManager_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ClientManager_OnObjectCreateBySync);
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m_scene.EventManager.OnSymmetricSyncStop += ClientManager_OnSymmetricSyncStop;
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}
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@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// Script Engine's action upon an object is added to the local scene
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/// </summary>
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private void ClientManager_OnObjectCreate(EntityBase entity)
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private void ClientManager_OnObjectCreateBySync(EntityBase entity)
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{
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if (entity is SceneObjectGroup)
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{
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@ -85,7 +85,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(PhysicsEngine_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(PhysicsEngine_OnObjectCreateBySync);
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m_scene.EventManager.OnSymmetricSyncStop += PhysicsEngine_OnSymmetricSyncStop;
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}
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@ -151,7 +152,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// Script Engine's action upon an object is added to the local scene
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/// </summary>
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private void PhysicsEngine_OnObjectCreate(EntityBase entity)
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private void PhysicsEngine_OnObjectCreateBySync(EntityBase entity)
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{
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if (entity is SceneObjectGroup)
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{
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@ -215,21 +215,27 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return;
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}
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List<SceneObjectGroup> primUpdates;
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List<ScenePresence> presenceUpdates;
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List<SceneObjectGroup> primUpdates=null;
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List<ScenePresence> presenceUpdates=null;
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lock (m_updateSceneObjectPartLock)
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if (m_primUpdates.Count > 0)
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{
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primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
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//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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m_primUpdates.Clear();
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//m_presenceUpdates.Clear();
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lock (m_updateSceneObjectPartLock)
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{
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primUpdates = new List<SceneObjectGroup>(m_primUpdates.Values);
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//presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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m_primUpdates.Clear();
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//m_presenceUpdates.Clear();
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}
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}
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lock (m_updateScenePresenceLock)
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if (m_presenceUpdates.Count > 0)
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{
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presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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m_presenceUpdates.Clear();
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lock (m_updateScenePresenceLock)
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{
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presenceUpdates = new List<ScenePresence>(m_presenceUpdates.Values);
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m_presenceUpdates.Clear();
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}
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}
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// This could be another thread for sending outgoing messages or just have the Queue functions
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@ -238,18 +244,23 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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// Dan's note: Sending the message when it's first queued would yield lower latency but much higher load on the simulator
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// as parts may be updated many many times very quickly. Need to implement a higher resolution send in heartbeat
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foreach (SceneObjectGroup sog in primUpdates)
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if (primUpdates != null)
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{
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//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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foreach (SceneObjectGroup sog in primUpdates)
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{
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//send
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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//If this is a relay node, or at least one part of the object has the last update caused by this actor, then send the update
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if (m_isSyncRelay || (!sog.IsDeleted && CheckObjectForSendingUpdate(sog)))
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{
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//send
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string sogxml = SceneObjectSerializer.ToXml2Format(sog);
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SymmetricSyncMessage syncMsg = new SymmetricSyncMessage(SymmetricSyncMessage.MsgType.UpdatedObject, sogxml);
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SendObjectUpdateToRelevantSyncConnectors(sog, syncMsg);
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}
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}
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}
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/*
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if(presenceUpdates!=null){
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foreach (ScenePresence presence in presenceUpdates)
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{
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try
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@ -291,7 +302,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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m_log.ErrorFormat("[REGION SYNC MODULE] Caught exception sending presence updates for {0}: {1}", presence.Name, e.Message);
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}
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}
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}}
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* */
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// Indicate that the current batch of updates has been completed
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@ -415,6 +426,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_log.Warn("[REGION SYNC MODULE]: StatsTimerElapsed -- NOT yet implemented.");
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}
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//Object updates are sent by enqueuing into each connector's outQueue.
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private void SendObjectUpdateToRelevantSyncConnectors(SceneObjectGroup sog, SymmetricSyncMessage syncMsg)
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{
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List<SyncConnector> syncConnectors = GetSyncConnectorsForObjectUpdates(sog);
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@ -427,6 +439,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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}
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//Events are send out right away, without being put into the connector's outQueue first.
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//May need a better method for managing the outgoing messages (i.e. prioritizing object updates and events)
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private void SendSceneEventToRelevantSyncConnectors(string init_actorID, SymmetricSyncMessage rsm)
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{
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List<SyncConnector> syncConnectors = GetSyncConnectorsForSceneEvents(init_actorID, rsm);
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@ -784,8 +798,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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}
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/// <summary>
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/// This function will enqueue a message for each SyncConnector in the connector's outgoing queue.
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/// Each SyncConnector has a SendLoop thread to send the messages in its outgoing queue.
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/// This function will send out the sync message right away, without putting it into the SyncConnector's queue.
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/// Should only be called for infrequent or high prority messages.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="data"></param>
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@ -82,7 +82,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScenePersistence_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScenePersistence_OnObjectCreateBySync);
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}
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//Called after AddRegion() has been called for all region modules of the scene.
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@ -156,12 +157,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// ScenePersistence's actions upon an object is added to the local scene.
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/// </summary>
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private void ScenePersistence_OnObjectCreate(EntityBase entity)
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private void ScenePersistence_OnObjectCreateBySync(EntityBase entity)
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{
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if (entity is SceneObjectGroup)
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{
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m_log.Warn(LogHeader + ": link to backup for " + entity.UUID);
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SceneObjectGroup sog = (SceneObjectGroup)entity;
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//probably what we should do here is to set some variable sog.SyncToBackup to true, and sog.ProcessBackup will only run if that value is true,
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//then we do not need to worry about where an object is attach-to-backup and modify all those lines.
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sog.AttachToBackup();
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}
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}
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@ -84,14 +84,16 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//m_scene.EventManager.OnPostSceneCreation += OnPostSceneCreation;
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//Register for Scene/SceneGraph events
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m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
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//m_scene.SceneGraph.OnObjectCreate += new ObjectCreateDelegate(ScriptEngine_OnObjectCreate);
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m_scene.SceneGraph.OnObjectCreateBySync += new ObjectCreateBySyncDelegate(ScriptEngine_OnObjectCreateBySync);
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m_scene.EventManager.OnSymmetricSyncStop += ScriptEngine_OnSymmetricSyncStop;
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//for local OnUpdateScript, we'll handle it the same way as a remove OnUpdateScript.
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//RegionSyncModule will capture a locally initiated OnUpdateScript event and publish it to other actors.
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m_scene.EventManager.OnNewScript += ScriptEngine_OnNewScript;
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m_scene.EventManager.OnUpdateScript += ScriptEngine_OnUpdateScript;
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//m_scene.EventManager.OnUpdateScriptBySync += ScriptEngine_OnUpdateScript;
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m_scene.EventManager.OnUpdateScript += ScriptEngine_OnUpdateScript;
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m_scene.EventManager.OnAggregateScriptEvents += ScriptEngine_OnAggregateScriptEvents;
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LogHeader += "-" + m_actorID + "-" + m_scene.RegionInfo.RegionName;
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}
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@ -166,7 +168,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <summary>
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/// Script Engine's action upon an object is added to the local scene
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/// </summary>
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private void ScriptEngine_OnObjectCreate(EntityBase entity)
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private void ScriptEngine_OnObjectCreateBySync(EntityBase entity)
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{
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if (entity is SceneObjectGroup)
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{
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@ -199,6 +201,11 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_scene.SymSync_OnUpdateScript(agentID, itemID, primID, isScriptRunning, newAssetID);
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}
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public void ScriptEngine_OnAggregateScriptEvents(SceneObjectPart part)
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{
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part.aggregateScriptEvents();
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}
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#endregion //ScriptEngineSyncModule
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}
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@ -2528,6 +2528,28 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public delegate void AggregateScriptEvents(SceneObjectPart part);
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public event AggregateScriptEvents OnAggregateScriptEvents;
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public void TriggerAggregateScriptEvents(SceneObjectPart part)
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{
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AggregateScriptEvents handlerAggregateScriptEvents = OnAggregateScriptEvents;
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if (handlerAggregateScriptEvents != null)
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{
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foreach (AggregateScriptEvents d in handlerAggregateScriptEvents.GetInvocationList())
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{
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try
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{
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d(part);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[EVENT MANAGER]: Delegate for TriggerAggregateScriptEvents failed - continuing. {0} {1}",
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e.Message, e.StackTrace);
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}
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}
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}
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}
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//end of SYMMETRIC SYNC
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}
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}
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@ -47,6 +47,11 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void ObjectDeleteDelegate(EntityBase obj);
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//SYMMETRIC SYNC
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public delegate void ObjectCreateBySyncDelegate(EntityBase obj);
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//end of SYMMETRIC SYNC
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/// <summary>
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/// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
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/// should be migrated out over time.
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@ -64,6 +69,10 @@ namespace OpenSim.Region.Framework.Scenes
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public event ObjectCreateDelegate OnObjectCreate;
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public event ObjectDeleteDelegate OnObjectRemove;
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//SYMMETRIC SYNC
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public event ObjectCreateBySyncDelegate OnObjectCreateBySync;
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//end of SYMMETRIC SYNC
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#endregion
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#region Fields
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@ -1963,9 +1972,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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//This is an object added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
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//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created
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//locally.
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//This is called when an object is added due to receiving a state synchronization message from Scene or an actor. Do similar things as the original AddSceneObject(),
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//but call ScheduleGroupForFullUpdate_TimeStampUnchanged() instead, so as not to modify the timestamp or actorID, since the object was not created locally.
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public bool AddSceneObjectByStateSynch(SceneObjectGroup sceneObject)
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{
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if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero)
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|
@ -2007,8 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
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//if (attachToBackup)
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// sceneObject.AttachToBackup();
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if (OnObjectCreate != null)
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OnObjectCreate(sceneObject);
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//if (OnObjectCreate != null)
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// OnObjectCreate(sceneObject);
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if (OnObjectCreateBySync != null)
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OnObjectCreateBySync(sceneObject);
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lock (SceneObjectGroupsByFullID)
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{
|
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|
|
|
@ -4962,6 +4962,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
|
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}
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|
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private Object propertyUpdateLock = new Object();
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//!!!!!! -- TODO:
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//!!!!!! -- We should call UpdateXXX functions to update each property, cause some of such updates involves sanity checking.
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public Scene.ObjectUpdateResult UpdateAllProperties(SceneObjectPart updatedPart)
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|
@ -5005,72 +5007,96 @@ namespace OpenSim.Region.Framework.Scenes
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//Otherwise, our timestamp is less up to date, update the prim with the received copy
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Scene.ObjectUpdateResult partUpdateResult = Scene.ObjectUpdateResult.Updated;
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bool collisionSoundUpdated = false;
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lock (propertyUpdateLock)
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{
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//See SceneObjectSerializer for the properties that are included in a serialized SceneObjectPart.
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this.AllowedDrop = updatedPart.AllowedDrop;
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this.CreatorID = updatedPart.CreatorID;
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this.CreatorData = updatedPart.CreatorData;
|
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this.FolderID = updatedPart.FolderID;
|
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this.InventorySerial = updatedPart.InventorySerial;
|
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this.TaskInventory = updatedPart.TaskInventory;
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//Following two properties, UUID and LocalId, shall not be updated.
|
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//this.UUID
|
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//this.LocalId
|
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this.Name = updatedPart.Name;
|
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this.Material = updatedPart.Material;
|
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this.PassTouches = updatedPart.PassTouches;
|
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//RegionHandle shall not be copied, since updatedSog is sent by a different actor, which has a different local region
|
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//this.RegionHandle
|
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this.ScriptAccessPin = updatedPart.ScriptAccessPin;
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this.GroupPosition = updatedPart.GroupPosition;
|
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this.OffsetPosition = updatedPart.OffsetPosition;
|
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this.RotationOffset = updatedPart.RotationOffset;
|
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this.Velocity = updatedPart.Velocity;
|
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this.AngularVelocity = updatedPart.AngularVelocity;
|
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this.Acceleration = updatedPart.Acceleration;
|
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this.Description = updatedPart.Description;
|
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this.Color = updatedPart.Color;
|
||||
this.Text = updatedPart.Text;
|
||||
this.SitName = updatedPart.SitName;
|
||||
this.TouchName = updatedPart.TouchName;
|
||||
this.LinkNum = updatedPart.LinkNum;
|
||||
this.ClickAction = updatedPart.ClickAction;
|
||||
this.Shape = updatedPart.Shape;
|
||||
this.Scale = updatedPart.Scale;
|
||||
this.UpdateFlag = updatedPart.UpdateFlag;
|
||||
this.SitTargetOrientation = updatedPart.SitTargetOrientation;
|
||||
this.SitTargetPosition = updatedPart.SitTargetPosition;
|
||||
this.SitTargetPositionLL = updatedPart.SitTargetPositionLL;
|
||||
this.SitTargetOrientationLL = updatedPart.SitTargetOrientationLL;
|
||||
//ParentID should still point to the rootpart in the local sog, do not update. If the root part changed, we will update it in SceneObjectGroup.UpdateObjectProperties()
|
||||
//this.ParentID;
|
||||
this.CreationDate = updatedPart.CreationDate;
|
||||
this.Category = updatedPart.Category;
|
||||
this.SalePrice = updatedPart.SalePrice;
|
||||
this.ObjectSaleType = updatedPart.ObjectSaleType;
|
||||
this.OwnershipCost = updatedPart.OwnershipCost;
|
||||
this.GroupID = updatedPart.GroupID;
|
||||
this.OwnerID = updatedPart.OwnerID;
|
||||
this.LastOwnerID = updatedPart.LastOwnerID;
|
||||
this.BaseMask = updatedPart.BaseMask;
|
||||
this.OwnerMask = updatedPart.OwnerMask;
|
||||
this.GroupMask = updatedPart.GroupMask;
|
||||
this.EveryoneMask = updatedPart.EveryoneMask;
|
||||
this.NextOwnerMask = updatedPart.NextOwnerMask;
|
||||
this.Flags = updatedPart.Flags;
|
||||
this.CollisionSound = updatedPart.CollisionSound;
|
||||
this.CollisionSoundVolume = updatedPart.CollisionSoundVolume;
|
||||
this.MediaUrl = updatedPart.MediaUrl;
|
||||
this.TextureAnimation = updatedPart.TextureAnimation;
|
||||
this.ParticleSystem = updatedPart.ParticleSystem;
|
||||
//See SceneObjectSerializer for the properties that are included in a serialized SceneObjectPart.
|
||||
this.AllowedDrop = updatedPart.AllowedDrop;
|
||||
this.CreatorID = updatedPart.CreatorID;
|
||||
this.CreatorData = updatedPart.CreatorData;
|
||||
this.FolderID = updatedPart.FolderID;
|
||||
this.InventorySerial = updatedPart.InventorySerial;
|
||||
this.TaskInventory = updatedPart.TaskInventory;
|
||||
//Following two properties, UUID and LocalId, shall not be updated.
|
||||
//this.UUID
|
||||
//this.LocalId
|
||||
this.Name = updatedPart.Name;
|
||||
this.Material = updatedPart.Material;
|
||||
this.PassTouches = updatedPart.PassTouches;
|
||||
//RegionHandle shall not be copied, since updatedSog is sent by a different actor, which has a different local region
|
||||
//this.RegionHandle
|
||||
this.ScriptAccessPin = updatedPart.ScriptAccessPin;
|
||||
this.GroupPosition = updatedPart.GroupPosition;
|
||||
this.OffsetPosition = updatedPart.OffsetPosition;
|
||||
this.RotationOffset = updatedPart.RotationOffset;
|
||||
this.Velocity = updatedPart.Velocity;
|
||||
this.AngularVelocity = updatedPart.AngularVelocity;
|
||||
this.Acceleration = updatedPart.Acceleration;
|
||||
this.Description = updatedPart.Description;
|
||||
this.Color = updatedPart.Color;
|
||||
this.Text = updatedPart.Text;
|
||||
this.SitName = updatedPart.SitName;
|
||||
this.TouchName = updatedPart.TouchName;
|
||||
this.LinkNum = updatedPart.LinkNum;
|
||||
this.ClickAction = updatedPart.ClickAction;
|
||||
this.Shape = updatedPart.Shape;
|
||||
this.Scale = updatedPart.Scale;
|
||||
this.UpdateFlag = updatedPart.UpdateFlag;
|
||||
this.SitTargetOrientation = updatedPart.SitTargetOrientation;
|
||||
this.SitTargetPosition = updatedPart.SitTargetPosition;
|
||||
this.SitTargetPositionLL = updatedPart.SitTargetPositionLL;
|
||||
this.SitTargetOrientationLL = updatedPart.SitTargetOrientationLL;
|
||||
//ParentID should still point to the rootpart in the local sog, do not update. If the root part changed, we will update it in SceneObjectGroup.UpdateObjectProperties()
|
||||
//this.ParentID;
|
||||
this.CreationDate = updatedPart.CreationDate;
|
||||
this.Category = updatedPart.Category;
|
||||
this.SalePrice = updatedPart.SalePrice;
|
||||
this.ObjectSaleType = updatedPart.ObjectSaleType;
|
||||
this.OwnershipCost = updatedPart.OwnershipCost;
|
||||
this.GroupID = updatedPart.GroupID;
|
||||
this.OwnerID = updatedPart.OwnerID;
|
||||
this.LastOwnerID = updatedPart.LastOwnerID;
|
||||
this.BaseMask = updatedPart.BaseMask;
|
||||
this.OwnerMask = updatedPart.OwnerMask;
|
||||
this.GroupMask = updatedPart.GroupMask;
|
||||
this.EveryoneMask = updatedPart.EveryoneMask;
|
||||
this.NextOwnerMask = updatedPart.NextOwnerMask;
|
||||
this.Flags = updatedPart.Flags;
|
||||
|
||||
//Update the timestamp and LastUpdatedByActorID first.
|
||||
this.m_lastUpdateActorID = updatedPart.LastUpdateActorID;
|
||||
this.m_lastUpdateTimeStamp = updatedPart.LastUpdateTimeStamp;
|
||||
//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.
|
||||
//this.CollisionSound = updatedPart.CollisionSound;
|
||||
collisionSoundUpdated = UpdateCollisionSound(updatedPart.CollisionSound);
|
||||
|
||||
this.CollisionSoundVolume = updatedPart.CollisionSoundVolume;
|
||||
this.MediaUrl = updatedPart.MediaUrl;
|
||||
this.TextureAnimation = updatedPart.TextureAnimation;
|
||||
this.ParticleSystem = updatedPart.ParticleSystem;
|
||||
|
||||
//Update the timestamp and LastUpdatedByActorID first.
|
||||
this.m_lastUpdateActorID = updatedPart.LastUpdateActorID;
|
||||
this.m_lastUpdateTimeStamp = updatedPart.LastUpdateTimeStamp;
|
||||
}
|
||||
|
||||
if (collisionSoundUpdated)
|
||||
{
|
||||
m_parentGroup.Scene.EventManager.TriggerAggregateScriptEvents(this);
|
||||
}
|
||||
|
||||
return partUpdateResult;
|
||||
}
|
||||
|
||||
private bool UpdateCollisionSound(UUID updatedCollisionSound)
|
||||
{
|
||||
if (this.CollisionSound != updatedCollisionSound)
|
||||
{
|
||||
m_collisionSound = updatedCollisionSound;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Schedules this prim for a full update, without changing the timestamp or actorID (info on when and who modified any property).
|
||||
/// NOTE: this is the same as the original SceneObjectPart.ScheduleFullUpdate().
|
||||
|
|
Loading…
Reference in New Issue