Dan Lake
30a9cee425
Merge branch 'master' into dev
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/ObjectCaps/UploadObjectAssetModule.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/UndoState.cs
2011-07-20 14:35:06 -07:00
Justin Clark-Casey (justincc)
0ef29da9b2
refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for consistency
2011-07-19 05:20:04 +01:00
Justin Clark-Casey (justincc)
4b9ef4f39c
Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what it actually does and is more consistent with other method names.
2011-07-19 03:44:49 +01:00
Justin Clark-Casey (justincc)
7c468cda36
Stop undo of just the root prim position in the linkset from shifting the whole linkset.
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However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
2011-07-19 03:38:22 +01:00
Justin Clark-Casey (justincc)
c94dc95844
fix undo when resizing of non-root individual prims in a linkset
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undo resize, rotation and position still needs fixing when only editing root prim of a linkset
2011-07-19 03:27:16 +01:00
Justin Clark-Casey (justincc)
6fc74b36d1
Make various tweaks to undo code in an effort to get things working better.
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Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
2011-07-18 04:54:21 +01:00
Justin Clark-Casey (justincc)
f5ddf37112
Replace ifs in SOG.GroupResize() with Math.Min()
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Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
2011-07-16 05:23:21 +01:00
Justin Clark-Casey (justincc)
2b68ac4ba3
refactor: Push all part resize code down into SceneObjectPart.Resize()
2011-07-16 04:22:57 +01:00
Justin Clark-Casey (justincc)
4b5a6b655b
add test for resizing one part in a group
2011-07-16 03:52:30 +01:00
Justin Clark-Casey (justincc)
27fae36a21
remove the need to supply SceneObjectGroup.GroupResize() with a localId.
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This is utterly pointless scene we already know which sog we're dealing with.
2011-07-16 02:53:36 +01:00
Dan Lake
eb95762769
Merge branch 'dev' of ssh://island.sciencesim.com/home/sceneapi/sceneapi into dev
2011-07-15 15:34:00 -07:00
Dan Lake
7447765f4d
Merge branch 'master' into dev
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
2011-07-15 15:32:42 -07:00
Justin Clark-Casey (justincc)
6a15464b0a
refactor: Make arguments to SceneGraph.UpdatePrimFlags() more readable
2011-07-11 02:29:19 +01:00
Huaiyu (Kitty) Liu
f029bd7782
Reimplement AddNewSceneObjectBySync in SceneGraph.cs and DeleteSceneObjectBySync in Scene.cs,
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so that they are eventually calling OpenSim's implementation of AddSceneObject and DeleteSceneObject.
Also, fixed a bug in syncing position of attachments.
2011-06-30 16:44:01 -07:00
Robert Adams
6574690c7b
Add FullPartID dictonary entry into AddNewSceneObjectBySync
2011-06-30 14:10:00 -07:00
Dan Lake
32ddcefaca
Merge branch 'master' into dev
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Conflicts:
OpenSim/Region/Framework/Scenes/EventManager.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs
2011-06-14 23:15:34 -07:00
Justin Clark-Casey (justincc)
2bc8dcfdbd
minor: add method doc to make it clear that click action is fired when the click action is changed, not when a prim is clicked
2011-06-10 02:27:45 +01:00
Justin Clark-Casey (justincc)
90567a9eaa
refactor Scene.RezObject() to use AddNewSceneObject() rather than copy/pasting code with small differences
2011-05-21 00:02:53 +01:00
Justin Clark-Casey (justincc)
4b0fc4faef
implement Scene.GetSceneObjectGroup(string name) to match the equivalent GetSOP method
2011-05-20 23:41:14 +01:00
Justin Clark-Casey (justincc)
91a9f30b16
implement Scene.GetSceneObjectGroup(UUID fullID) using existing index
2011-05-20 23:34:34 +01:00
Justin Clark-Casey (justincc)
7ed419217f
add test for rezzing an object from a prim item
2011-05-20 23:22:27 +01:00
Huaiyu (Kitty) Liu
ab0630ed81
Fixed code in handling setting attachedAvatar when its UUID.Zero.
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Removed some obselete and debug code.
2011-05-19 13:44:15 -07:00
Huaiyu (Kitty) Liu
ef66b29e95
Removed Bucket Sync code from SceneObjectPart. Bucket Sync should be gone now.
2011-05-11 16:42:38 -07:00
Huaiyu (Kitty) Liu
6c945ae38f
Removed calling of AddOrUpdateObjectBySynchronization from Scene and SceneGraph.
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Removed Bucket Sync related code from SceneObjectGroup.
2011-05-11 16:23:31 -07:00
Huaiyu (Kitty) Liu
ba948251fe
Removed BucketSync code from RegionSyncModule.
2011-05-11 14:45:01 -07:00
Huaiyu (Kitty) Liu
9b955d8e95
Removed code in SceneGraph, SceneObjectGroup and SceneObjectPart that were either commented
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out before, or no longer in use.
Base for removing BucketSyncInfo.
2011-05-11 12:03:02 -07:00
Huaiyu (Kitty) Liu
9f6c0e7622
Added code to handle the case where attachement objects are received, but the avatar they
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attach to is not created locally yet.
2011-05-10 16:27:25 -07:00
Huaiyu (Kitty) Liu
f5e648f54a
Added AddNewSceneObjectByRez, which when called, won't trigger RegionSyncModule.SyncNewObject.
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The caller of AddNewSceneObjectByRez will trigger that later when all object properties have
been set.
Also, added calling aggregateScriptEventSubscriptions() after AddNewSceneObjectBySync(), so that
collision events in PhysActor, after it is created, are subscribed.
2011-05-05 10:22:16 -07:00
Huaiyu (Kitty) Liu
854cb58d6d
Revised SetSOPPropertyValue in RegionSyncModule.cs:
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added calling aggregateScriptEventSubscriptions() after SOP.AggregateScriptEvents is set.
for properties AttachedAvatar and AttachmentPoint, do extra work besides copying the property values.
Propogation of colission event and attachment (attached after avatar login) both working now.
2011-05-04 14:36:18 -07:00
Huaiyu (Kitty) Liu
cd70c3ff56
Merge branch 'dev_perPropertyTS' into dev
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
2011-05-03 16:55:23 -07:00
Dan Lake
3e74a72d2e
Merge branch 'master' into dev
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Conflicts:
OpenSim/Client/MXP/ClientStack/MXPClientView.cs
OpenSim/Client/VWoHTTP/ClientStack/VWHClientView.cs
OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-04-28 16:31:40 -07:00
Melanie
13d6e05d5a
Implement agent limits
2011-04-21 23:03:38 +01:00
Huaiyu (Kitty) Liu
1c1d3893fc
DelinkFromGroup now calls AddNewSceneObjectByDelink, to avoid calling SyncNewObject later.
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Also, replace all "SYMMETRIC SYNC" with "DSG SYNC" in comments.
2011-04-20 14:59:06 -07:00
Huaiyu (Kitty) Liu
a5ebd04d9d
Fixed code in SyncDeLinkObject and HandleSyncDelinkObject. Delinking a few linked objects seems working.
2011-04-19 15:55:04 -07:00
Huaiyu (Kitty) Liu
3676b5fbef
1. Replaced SendLinkObject and SendDeLinkObject with SyncLinkObject and SyncDeLinkObject
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2. Replaced HandleLinkObject and HandleDelinkObject with HandleSyncLinkObject and HandleSyncDelinkObject.
LinkObject seems sync'ed well across actors.
2011-04-19 14:49:47 -07:00
Dan Lake
da6044b6be
Merge branch 'master' into dev
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Conflicts:
OpenSim/Data/SQLiteLegacy/SQLiteSimulationData.cs
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2011-04-19 11:52:25 -07:00
Huaiyu (Kitty) Liu
28f401d95a
Added RegionSyncModule.ProcessAndEnqueuePrimUpdatesBySync, and revised functions relavant
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to processing and forwarding prim updates. Code good for 2 CM and PSA to sync on NewObject
and UpdatedPrimProperties.
2011-04-18 15:54:24 -07:00
Huaiyu (Kitty) Liu
21c48088d8
Added SyncNewObject() to IRegionSyncModule, to be called when new object is
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added to local SceneObject (by local operation, not by receiving sync message).
Code seems good for initial sync when one CM connects to PSA.
2011-04-15 12:15:28 -07:00
Huaiyu (Kitty) Liu
9dfc0e92b8
Changed Enum type SceneObjectPartProperties to SceneObjectPartSyncProperties,
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to indicate they are the properties synchronzed by the sync protocol.
Also, added UUID to PrimSyncInfo.
Encode/Decode SOP to/from OSDmap seems working fine now.
2011-04-15 10:42:57 -07:00
Justin Clark-Casey (justincc)
58efd761d1
Add coalesced scene objects class and serializer. This is currently only used by the TestRezCoalescedObject() regression test.
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This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
2011-04-13 21:17:43 +01:00
Justin Clark-Casey (justincc)
9bc2705f37
Fix bug where on duplication, the root part local id was continually used in populating the local id scene object index instead of each part's local id
2011-04-06 20:52:36 +01:00
Dan Lake
fe623f0900
Updated dev code to work with latest changes in opensim master
2011-03-29 16:29:00 -07:00
Dan Lake
0445e6e251
Merge branch 'master' of git://opensimulator.org/git/opensim into dev
2011-03-29 13:42:01 -07:00
Justin Clark-Casey (justincc)
f2d2470c25
When an object is duplicated, add it to the full/local id SOG indexes as well as Entities
2011-03-26 02:24:32 +00:00
Justin Clark-Casey (justincc)
26d16567e1
Make SceneGraph.ForEachSOG() execute once for each SOG, not once for each prim (e.g. a SOG with 3 prims would have the action executed three times).
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To do this, a new SceneObjectGroupsByFullID index in SceneGraph which just index's prims by their root part UUID, in order to avoid the inefficiency of filtering existing lists.
Existing callers to SceneGraph.ForEachSOG() did not fail due to the multiple per SOG action executions - they were probably just much less efficient.
Code suggests that no callers expected ForEachSOG() to execute actions on sog multiple times
2011-03-26 00:53:19 +00:00
Justin Clark-Casey (justincc)
f30bf429c2
refactor: rename SOG collections in SceneGraph to make it clearer that they are indexing each part's UUID, not just the root part.
2011-03-26 00:42:48 +00:00
Huaiyu (Kitty) Liu
0ad9366abb
In InventoryAccessModule.RezObject, move the calling of AddNewSceneObject to the later part of
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the function, so that the object's most properties have values already set when AddNewSceneObject
is called, which will trigger RegionSyncModule.SendNewObject to sync across scene copies.
2011-03-23 10:23:13 -07:00
Justin Clark-Casey (justincc)
b34743e5fe
Add an initial confidence-building TestAddObject() for prim counts.
2011-03-22 23:47:36 +00:00
Huaiyu (Kitty) Liu
271f460bae
Handler of SymmetricSyncMessage.MsgType.UpdatedObject changed to HandleUpdateObjectBySynchronization,
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that is, since we add objects in scene by sending around NewObject, we no longer "add" objects after
receiving UpdateObject.
Also, ProcessBackup is now only executed by Persistece Actor (ScenePersistenceSyncModule, if configured
to run, will set each SOG's ToPersistObjectState to true).
2011-03-16 11:32:26 -07:00
Huaiyu (Kitty) Liu
3d17bd5654
Reimplement logic in RegionSyncModule so that a SyncRelay node (e.g. PSA) only sends out updates for a bucket
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that has properties updated in the last update interval: the previous implemenation has some flaws in design.
2011-03-15 11:21:46 -07:00