1. Added ActorID to IDSGActorSyncModule and the modules that implements this interface.
2. Added LastUpdateTimeStamp and LastUpdateActorID to SceneObjectPart. Also added functions to serialize and de-serialize the two new members.dsg
parent
e68a8f7710
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f10059ccd9
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@ -167,11 +167,35 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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private RegionSyncListener m_localSyncListener = null;
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// Lock is used to synchronize access to the update status and update queues
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private object m_updateSceneObjectPartLock = new object();
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private Dictionary<UUID, SceneObjectGroup> m_primUpdates = new Dictionary<UUID, SceneObjectGroup>();
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private object m_updatePresenceLock = new object();
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private Dictionary<UUID, ScenePresence> m_presenceUpdates = new Dictionary<UUID, ScenePresence>();
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public void QueueSceneObjectPartForUpdate(SceneObjectPart part)
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{
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lock (m_updateSceneObjectPartLock)
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{
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m_primUpdates[part.UUID] = part.ParentGroup;
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}
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}
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public void QueueScenePresenceForTerseUpdate(ScenePresence presence)
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{
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lock (m_updateSceneObjectPartLock)
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{
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m_presenceUpdates[presence.UUID] = presence;
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}
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}
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public void SendObjectUpdates(List<SceneObjectGroup> sog)
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{
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}
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#endregion //IRegionSyncModule
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#region ICommandableModule Members
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@ -553,13 +577,19 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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{
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string sogxml = SceneObjectSerializer.ToXml2Format((SceneObjectGroup)e);
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SendSyncMessage(SymmetricSyncMessage.MsgType.NewObject, sogxml);
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//m_log.Debug(LogHeader + ": " + sogxml);
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}
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}
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return;
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}
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case SymmetricSyncMessage.MsgType.NewObject:
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{
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SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(Encoding.ASCII.GetString(msg.Data, 0, msg.Length));
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string sogxml = Encoding.ASCII.GetString(msg.Data, 0, msg.Length);
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//m_log.Debug(LogHeader + ": " + sogxml);
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SceneObjectGroup sog = SceneObjectSerializer.FromXml2Format(sogxml);
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//HandleAddOrUpdateObjectInLocalScene(sog, true, true);
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HandleAddNewObject(sog);
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@ -45,7 +45,14 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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string actorType = syncConfig.GetString("DSGActorType", "").ToLower();
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if (!actorType.Equals("scene_persistence"))
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{
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m_log.Warn(LogHeader + ": not configured as Scene Persistence Actor. Shut down.");
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m_log.Warn(LogHeader + ": not configured as Scene Persistence Actor. Shutting down.");
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return;
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}
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m_actorID = syncConfig.GetString("ActorID", "");
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if (m_actorID.Equals(""))
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{
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m_log.Warn(LogHeader + ": ActorID not specified in config file. Shutting down.");
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return;
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}
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@ -80,6 +87,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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//Called after AddRegion() has been called for all region modules of the scene.
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//NOTE::However, at this point, Scene may not have requested all the needed region module interfaces yet.
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// So to try to access other region modules in RegionLoaded, e.g. RegionSyncModule, is not a good idea.
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public void RegionLoaded(Scene scene)
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{
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if (!m_active)
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@ -107,8 +115,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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get { return "ScenePersistenceSyncModule"; }
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}
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#endregion //INonSharedRegionModule
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#region IDSGActorSyncModule members and functions
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@ -119,6 +125,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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get { return m_actorType; }
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}
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private string m_actorID;
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public string ActorID
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{
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get { return m_actorID; }
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}
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#endregion //IDSGActorSyncModule
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#region ScenePersistenceSyncModule memebers and functions
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@ -50,6 +50,13 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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return;
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}
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m_actorID = syncConfig.GetString("ActorID", "");
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if (m_actorID.Equals(""))
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{
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m_log.Warn(LogHeader + ": ActorID not specified in config file. Shutting down.");
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return;
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}
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m_active = true;
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m_log.Warn(LogHeader + " Initialised");
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@ -117,6 +124,12 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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get { return m_actorType; }
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}
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private string m_actorID;
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public string ActorID
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{
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get { return m_actorID; }
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}
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#endregion //IDSGActorSyncModule
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@ -3455,6 +3455,10 @@ namespace OpenSim.Region.Framework.Scenes
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this.m_locX = updatedSog.LocX;
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this.m_locY = updatedSog.LocY;
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}
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#endregion
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#region SYMMETRIC SYNC
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#endregion
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}
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}
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@ -2892,6 +2892,13 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// UUID, Name, TimeStampFull);
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//SYMMETRIC SYNC
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//update information (timestamp, actorID, etc) needed for synchronization across copies of Scene
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SyncInfoUpdate();
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//end of SYMMETRIC SYNC
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}
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/// <summary>
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@ -2913,6 +2920,13 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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// UUID, Name, TimeStampTerse);
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//SYMMETRIC SYNC
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//update information (timestamp, actorID, etc) needed for synchronization across copies of Scene
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SyncInfoUpdate();
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//end of SYMMETRIC SYNC
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}
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}
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@ -3130,6 +3144,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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ClearUpdateSchedule();
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//SYMMETRIC SYNC
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//end of SYMMETRIC SYNC
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}
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/// <summary>
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@ -4895,5 +4913,56 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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#region SYMMETRIC SYNC
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//Time stamp for the most recent update on this prim. We only have one time-stamp per prim for now.
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//The goal is to evetually have time-stamp per property bucket for each prim.
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private long m_lastUpdateTimeStamp = DateTime.Now.Ticks;
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public long LastUpdateTimeStamp
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{
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get { return m_lastUpdateTimeStamp; }
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set { m_lastUpdateTimeStamp = value; }
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}
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//The ID the identifies which actor has caused the most recent update to the prim.
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//We use type "string" for the ID only to make it human-readable.
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private string m_lastUpdateByActorID;
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public string LastUpdateActorID
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{
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get { return m_lastUpdateByActorID; }
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set { m_lastUpdateByActorID = value; }
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}
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public void UpdateTimestamp()
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{
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m_lastUpdateTimeStamp = DateTime.Now.Ticks;
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}
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public void SetLastUpdateActorID()
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{
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if (m_parentGroup != null)
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{
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m_lastUpdateByActorID = m_parentGroup.Scene.ActorSyncModule.ActorID;
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}
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else
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{
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m_log.Error("Prim " + UUID + " is not in a SceneObjectGroup yet");
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}
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}
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private void SyncInfoUpdate()
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{
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//Trick: calling UpdateTimestamp here makes sure that when an object was received and de-serialized, before
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// its parts are linked together, neither TimeStamp or ActorID will be modified. This is because during de-serialization,
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// ScheduleFullUpdate() is called when m_parentGroup == null
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if (m_parentGroup != null)
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{
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UpdateTimestamp();
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m_lastUpdateByActorID = m_parentGroup.Scene.ActorSyncModule.ActorID;
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}
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}
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#endregion
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}
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}
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@ -215,6 +215,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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sceneObject.AddPart(part);
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//SYMMETRIC SYNC
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//KittyL: 12/27/2010, added ActorID for symmetric synch model
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part.SetLastUpdateActorID();
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// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
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// We override that here
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if (originalLinkNum != 0)
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@ -324,6 +328,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl);
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m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation);
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m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
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//SYMMETRIC SYNC
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m_SOPXmlProcessors.Add("LastUpdateTimeStamp", ProcessUpdateTimeStamp);
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m_SOPXmlProcessors.Add("LastUpdateActorID", ProcessLastUpdateActorID);
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//end of SYMMETRIC SYNC
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#endregion
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#region TaskInventoryXmlProcessors initialization
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@ -681,6 +691,19 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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obj.ParticleSystem = Convert.FromBase64String(reader.ReadElementContentAsString("ParticleSystem", String.Empty));
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}
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//SYMMETRIC SYNC
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private static void ProcessUpdateTimeStamp(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.LastUpdateTimeStamp = reader.ReadElementContentAsLong("LastUpdateTimeStamp", string.Empty);
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}
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private static void ProcessLastUpdateActorID(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.LastUpdateActorID = reader.ReadElementContentAsString("LastUpdateActorID", string.Empty);
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}
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//end of SYMMETRIC SYNC
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#endregion
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#region TaskInventoryXmlProcessors
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@ -1161,6 +1184,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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WriteBytes(writer, "TextureAnimation", sop.TextureAnimation);
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WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
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//SYMMETRIC SYNC
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writer.WriteElementString("LastUpdateTimeStamp", sop.LastUpdateTimeStamp.ToString());
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writer.WriteElementString("LastUpdateActorID", sop.LastUpdateActorID);
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//end of SYMMETRIC SYNC
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writer.WriteEndElement();
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}
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