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author | Justin Clarke Casey | 2008-01-07 02:12:06 +0000 |
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committer | Justin Clarke Casey | 2008-01-07 02:12:06 +0000 |
commit | 3e75dede1b744fa9a6b7cad00039620de01fb2e2 (patch) | |
tree | aef7d627d0935d93a1cf01bf6ee16f2584c1a2ac /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |
parent | * Adding More to the MessageServer classes. (diff) | |
download | opensim-SC-3e75dede1b744fa9a6b7cad00039620de01fb2e2.zip opensim-SC-3e75dede1b744fa9a6b7cad00039620de01fb2e2.tar.gz opensim-SC-3e75dede1b744fa9a6b7cad00039620de01fb2e2.tar.bz2 opensim-SC-3e75dede1b744fa9a6b7cad00039620de01fb2e2.tar.xz |
Persistent prim inventory phase 5. Restart scripts contained in persisted prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index f82771b..9a7f28e 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -172,10 +172,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
172 | { | 172 | { |
173 | try | 173 | try |
174 | { | 174 | { |
175 | //lock (m_parentGroup.m_scene.SyncRoot) | 175 | //lock (m_parentGroup.Scene.SyncRoot) |
176 | //{ | 176 | //{ |
177 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); | 177 | PhysActor.Position = new PhysicsVector(value.X, value.Y, value.Z); |
178 | m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 178 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
179 | //} | 179 | //} |
180 | } | 180 | } |
181 | catch (Exception e) | 181 | catch (Exception e) |
@@ -225,10 +225,10 @@ namespace OpenSim.Region.Environment.Scenes | |||
225 | { | 225 | { |
226 | try | 226 | try |
227 | { | 227 | { |
228 | //lock (m_scene.SyncRoot) | 228 | //lock (Scene.SyncRoot) |
229 | //{ | 229 | //{ |
230 | PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); | 230 | PhysActor.Orientation = new Quaternion(value.W, value.X, value.Y, value.Z); |
231 | m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 231 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
232 | //} | 232 | //} |
233 | } | 233 | } |
234 | catch (Exception ex) | 234 | catch (Exception ex) |
@@ -554,7 +554,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
554 | 554 | ||
555 | if (usePhysics) | 555 | if (usePhysics) |
556 | { | 556 | { |
557 | PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( | 557 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
558 | Name, | 558 | Name, |
559 | Shape, | 559 | Shape, |
560 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, | 560 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, |
@@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1044 | { | 1044 | { |
1045 | i += 46; | 1045 | i += 46; |
1046 | //IsLocked = (data[i++] != 0) ? true : false; | 1046 | //IsLocked = (data[i++] != 0) ? true : false; |
1047 | usePhysics = ((data[i++] != 0) && m_parentGroup.m_scene.m_physicalPrim) ? true : false; | 1047 | usePhysics = ((data[i++] != 0) && m_parentGroup.Scene.m_physicalPrim) ? true : false; |
1048 | //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString()); | 1048 | //System.Console.WriteLine("U" + packet.ToBytes().Length.ToString()); |
1049 | IsTemporary = (data[i++] != 0) ? true : false; | 1049 | IsTemporary = (data[i++] != 0) ? true : false; |
1050 | IsPhantom = (data[i++] != 0) ? true : false; | 1050 | IsPhantom = (data[i++] != 0) ? true : false; |
@@ -1079,8 +1079,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
1079 | AddFlag(LLObject.ObjectFlags.Phantom); | 1079 | AddFlag(LLObject.ObjectFlags.Phantom); |
1080 | if (PhysActor != null) | 1080 | if (PhysActor != null) |
1081 | { | 1081 | { |
1082 | m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); | 1082 | m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); |
1083 | /// that's not wholesome. Had to make m_scene public | 1083 | /// that's not wholesome. Had to make Scene public |
1084 | PhysActor = null; | 1084 | PhysActor = null; |
1085 | } | 1085 | } |
1086 | } | 1086 | } |
@@ -1089,7 +1089,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1089 | RemFlag(LLObject.ObjectFlags.Phantom); | 1089 | RemFlag(LLObject.ObjectFlags.Phantom); |
1090 | if (PhysActor == null) | 1090 | if (PhysActor == null) |
1091 | { | 1091 | { |
1092 | PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( | 1092 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1093 | Name, | 1093 | Name, |
1094 | Shape, | 1094 | Shape, |
1095 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, | 1095 | new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, |
@@ -1127,7 +1127,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1127 | if (PhysActor.IsPhysical) | 1127 | if (PhysActor.IsPhysical) |
1128 | { | 1128 | { |
1129 | if (!isNew) | 1129 | if (!isNew) |
1130 | ParentGroup.m_scene.RemovePhysicalPrim(1); | 1130 | ParentGroup.Scene.RemovePhysicalPrim(1); |
1131 | 1131 | ||
1132 | PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; | 1132 | PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; |
1133 | PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; | 1133 | PhysActor.OnOutOfBounds -= PhysicsOutOfBounds; |
@@ -1135,14 +1135,14 @@ namespace OpenSim.Region.Environment.Scenes | |||
1135 | 1135 | ||
1136 | PhysActor.IsPhysical = UsePhysics; | 1136 | PhysActor.IsPhysical = UsePhysics; |
1137 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. | 1137 | // If we're not what we're supposed to be in the physics scene, recreate ourselves. |
1138 | //m_parentGroup.m_scene.PhysicsScene.RemovePrim(PhysActor); | 1138 | //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); |
1139 | /// that's not wholesome. Had to make m_scene public | 1139 | /// that's not wholesome. Had to make Scene public |
1140 | //PhysActor = null; | 1140 | //PhysActor = null; |
1141 | 1141 | ||
1142 | 1142 | ||
1143 | if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) | 1143 | if ((ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0) |
1144 | { | 1144 | { |
1145 | //PhysActor = m_parentGroup.m_scene.PhysicsScene.AddPrimShape( | 1145 | //PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1146 | //Name, | 1146 | //Name, |
1147 | //Shape, | 1147 | //Shape, |
1148 | //new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, | 1148 | //new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y, |
@@ -1152,14 +1152,14 @@ namespace OpenSim.Region.Environment.Scenes | |||
1152 | //RotationOffset.Y, RotationOffset.Z), UsePhysics); | 1152 | //RotationOffset.Y, RotationOffset.Z), UsePhysics); |
1153 | if (UsePhysics) | 1153 | if (UsePhysics) |
1154 | { | 1154 | { |
1155 | ParentGroup.m_scene.AddPhysicalPrim(1); | 1155 | ParentGroup.Scene.AddPhysicalPrim(1); |
1156 | 1156 | ||
1157 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; | 1157 | PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; |
1158 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; | 1158 | PhysActor.OnOutOfBounds += PhysicsOutOfBounds; |
1159 | } | 1159 | } |
1160 | } | 1160 | } |
1161 | } | 1161 | } |
1162 | m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1162 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
1163 | } | 1163 | } |
1164 | } | 1164 | } |
1165 | 1165 | ||
@@ -1517,7 +1517,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
1517 | MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds."); | 1517 | MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds."); |
1518 | RemFlag(LLObject.ObjectFlags.Physics); | 1518 | RemFlag(LLObject.ObjectFlags.Physics); |
1519 | DoPhysicsPropertyUpdate(false, true); | 1519 | DoPhysicsPropertyUpdate(false, true); |
1520 | m_parentGroup.m_scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1520 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
1521 | } | 1521 | } |
1522 | 1522 | ||
1523 | public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient) | 1523 | public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient) |