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author | UbitUmarov | 2015-09-02 19:54:53 +0100 |
---|---|---|
committer | UbitUmarov | 2015-09-02 19:54:53 +0100 |
commit | a11edceb00b5b86f825bd957bdac9edb91f893dd (patch) | |
tree | c192eae26f3aadf365a66f32fc6d9ade2f0a0c61 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |
parent | bad merge? (diff) | |
download | opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.zip opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.gz opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.bz2 opensim-SC-a11edceb00b5b86f825bd957bdac9edb91f893dd.tar.xz |
seems to compile ( tests comented out)
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 242 |
1 files changed, 7 insertions, 235 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index a703377..5e1801a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -122,17 +122,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
122 | /// since the group's last persistent backup | 122 | /// since the group's last persistent backup |
123 | /// </summary> | 123 | /// </summary> |
124 | private bool m_hasGroupChanged = false; | 124 | private bool m_hasGroupChanged = false; |
125 | <<<<<<< HEAD | ||
126 | private long timeFirstChanged; | ||
127 | private long timeLastChanged; | ||
128 | ======= | ||
129 | private long timeFirstChanged = 0; | 125 | private long timeFirstChanged = 0; |
130 | private long timeLastChanged = 0; | 126 | private long timeLastChanged = 0; |
131 | private long m_maxPersistTime = 0; | 127 | private long m_maxPersistTime = 0; |
132 | private long m_minPersistTime = 0; | 128 | private long m_minPersistTime = 0; |
133 | // private Random m_rand; | 129 | // private Random m_rand; |
134 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); | 130 | private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); |
135 | >>>>>>> avn/ubitvar | ||
136 | 131 | ||
137 | /// <summary> | 132 | /// <summary> |
138 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage | 133 | /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage |
@@ -205,7 +200,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
205 | /// the prims in the database still use the old SceneGroupID. That's a problem if the group | 200 | /// the prims in the database still use the old SceneGroupID. That's a problem if the group |
206 | /// is deleted, because we delete groups by searching for prims by their SceneGroupID. | 201 | /// is deleted, because we delete groups by searching for prims by their SceneGroupID. |
207 | /// </summary> | 202 | /// </summary> |
208 | <<<<<<< HEAD | ||
209 | public bool GroupContainsForeignPrims | 203 | public bool GroupContainsForeignPrims |
210 | { | 204 | { |
211 | private set | 205 | private set |
@@ -218,9 +212,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
218 | get { return m_groupContainsForeignPrims; } | 212 | get { return m_groupContainsForeignPrims; } |
219 | } | 213 | } |
220 | 214 | ||
221 | ======= | ||
222 | public bool HasGroupChangedDueToDelink { get; set; } | 215 | public bool HasGroupChangedDueToDelink { get; set; } |
223 | >>>>>>> avn/ubitvar | ||
224 | 216 | ||
225 | private bool isTimeToPersist() | 217 | private bool isTimeToPersist() |
226 | { | 218 | { |
@@ -350,7 +342,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
350 | get { return RootPart.VolumeDetectActive; } | 342 | get { return RootPart.VolumeDetectActive; } |
351 | } | 343 | } |
352 | 344 | ||
353 | <<<<<<< HEAD | ||
354 | private Vector3 lastPhysGroupPos; | 345 | private Vector3 lastPhysGroupPos; |
355 | private Quaternion lastPhysGroupRot; | 346 | private Quaternion lastPhysGroupRot; |
356 | 347 | ||
@@ -358,9 +349,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
358 | /// Is this entity set to be saved in persistent storage? | 349 | /// Is this entity set to be saved in persistent storage? |
359 | /// </summary> | 350 | /// </summary> |
360 | public bool Backup { get; private set; } | 351 | public bool Backup { get; private set; } |
361 | ======= | 352 | |
362 | private bool m_isBackedUp; | 353 | private bool m_isBackedUp; |
363 | >>>>>>> avn/ubitvar | ||
364 | 354 | ||
365 | public bool IsBackedUp | 355 | public bool IsBackedUp |
366 | { | 356 | { |
@@ -570,146 +560,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
570 | && !Scene.LoadingPrims | 560 | && !Scene.LoadingPrims |
571 | ) | 561 | ) |
572 | { | 562 | { |
573 | <<<<<<< HEAD | ||
574 | if ( | ||
575 | !Scene.PositionIsInCurrentRegion(val) | ||
576 | && !IsAttachmentCheckFull() | ||
577 | && (!Scene.LoadingPrims) | ||
578 | ) | ||
579 | { | ||
580 | IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); | ||
581 | string version = String.Empty; | ||
582 | Vector3 newpos = Vector3.Zero; | ||
583 | string failureReason = String.Empty; | ||
584 | OpenSim.Services.Interfaces.GridRegion destination = null; | ||
585 | |||
586 | if (m_rootPart.KeyframeMotion != null) | ||
587 | m_rootPart.KeyframeMotion.StartCrossingCheck(); | ||
588 | |||
589 | bool canCross = true; | ||
590 | foreach (ScenePresence av in GetSittingAvatars()) | ||
591 | { | ||
592 | // We need to cross these agents. First, let's find | ||
593 | // out if any of them can't cross for some reason. | ||
594 | // We have to deny the crossing entirely if any | ||
595 | // of them are banned. Alternatively, we could | ||
596 | // unsit banned agents.... | ||
597 | |||
598 | |||
599 | // We set the avatar position as being the object | ||
600 | // position to get the region to send to | ||
601 | if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out version, out newpos, out failureReason)) == null) | ||
602 | { | ||
603 | canCross = false; | ||
604 | break; | ||
605 | } | ||
606 | |||
607 | m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName); | ||
608 | } | ||
609 | |||
610 | if (canCross) | ||
611 | { | ||
612 | // We unparent the SP quietly so that it won't | ||
613 | // be made to stand up | ||
614 | |||
615 | List<avtocrossInfo> avsToCross = new List<avtocrossInfo>(); | ||
616 | |||
617 | foreach (ScenePresence av in GetSittingAvatars()) | ||
618 | { | ||
619 | avtocrossInfo avinfo = new avtocrossInfo(); | ||
620 | SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID); | ||
621 | if (parentPart != null) | ||
622 | av.ParentUUID = parentPart.UUID; | ||
623 | |||
624 | avinfo.av = av; | ||
625 | avinfo.ParentID = av.ParentID; | ||
626 | avsToCross.Add(avinfo); | ||
627 | |||
628 | av.PrevSitOffset = av.OffsetPosition; | ||
629 | av.ParentID = 0; | ||
630 | } | ||
631 | |||
632 | m_scene.CrossPrimGroupIntoNewRegion(val, this, true); | ||
633 | |||
634 | // Normalize | ||
635 | if (val.X >= m_scene.RegionInfo.RegionSizeX) | ||
636 | val.X -= m_scene.RegionInfo.RegionSizeX; | ||
637 | if (val.Y >= m_scene.RegionInfo.RegionSizeY) | ||
638 | val.Y -= m_scene.RegionInfo.RegionSizeY; | ||
639 | if (val.X < 0) | ||
640 | val.X += m_scene.RegionInfo.RegionSizeX; | ||
641 | if (val.Y < 0) | ||
642 | val.Y += m_scene.RegionInfo.RegionSizeY; | ||
643 | |||
644 | // If it's deleted, crossing was successful | ||
645 | if (IsDeleted) | ||
646 | { | ||
647 | foreach (avtocrossInfo avinfo in avsToCross) | ||
648 | { | ||
649 | ScenePresence av = avinfo.av; | ||
650 | if (!av.IsInTransit) // just in case... | ||
651 | { | ||
652 | m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); | ||
653 | |||
654 | av.IsInTransit = true; | ||
655 | |||
656 | // A temporary measure to allow regression tests to work. | ||
657 | // Quite possibly, all BeginInvoke() calls should be replaced by Util.FireAndForget | ||
658 | // or similar since BeginInvoke() always uses the system threadpool to launch | ||
659 | // threads rather than any replace threadpool that we might be using. | ||
660 | if (Util.FireAndForgetMethod == FireAndForgetMethod.RegressionTest) | ||
661 | { | ||
662 | entityTransfer.CrossAgentToNewRegionAsync(av, val, destination, av.Flying, version); | ||
663 | CrossAgentToNewRegionCompleted(av); | ||
664 | } | ||
665 | else | ||
666 | { | ||
667 | CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync; | ||
668 | d.BeginInvoke( | ||
669 | av, val, destination, av.Flying, version, | ||
670 | ar => CrossAgentToNewRegionCompleted(d.EndInvoke(ar)), null); | ||
671 | } | ||
672 | } | ||
673 | else | ||
674 | { | ||
675 | m_log.DebugFormat("[SCENE OBJECT]: Not crossing avatar {0} to {1} because it's already in transit", av.Name, val); | ||
676 | } | ||
677 | } | ||
678 | |||
679 | return; | ||
680 | } | ||
681 | else // cross failed, put avas back ?? | ||
682 | { | ||
683 | foreach (avtocrossInfo avinfo in avsToCross) | ||
684 | { | ||
685 | ScenePresence av = avinfo.av; | ||
686 | av.ParentUUID = UUID.Zero; | ||
687 | av.ParentID = avinfo.ParentID; | ||
688 | } | ||
689 | } | ||
690 | } | ||
691 | else | ||
692 | { | ||
693 | if (m_rootPart.KeyframeMotion != null) | ||
694 | m_rootPart.KeyframeMotion.CrossingFailure(); | ||
695 | |||
696 | if (RootPart.PhysActor != null) | ||
697 | { | ||
698 | RootPart.PhysActor.CrossingFailure(); | ||
699 | } | ||
700 | } | ||
701 | |||
702 | Vector3 oldp = AbsolutePosition; | ||
703 | val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f); | ||
704 | val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f); | ||
705 | val.Z = Util.Clamp<float>(oldp.Z, 0.5f, Constants.RegionHeight); | ||
706 | ======= | ||
707 | if (!inTransit) | 563 | if (!inTransit) |
708 | { | 564 | { |
709 | inTransit = true; | 565 | inTransit = true; |
710 | SOGCrossDelegate d = CrossAsync; | 566 | SOGCrossDelegate d = CrossAsync; |
711 | d.BeginInvoke(this, val, CrossAsyncCompleted, d); | 567 | d.BeginInvoke(this, val, CrossAsyncCompleted, d); |
712 | >>>>>>> avn/ubitvar | ||
713 | } | 568 | } |
714 | return; | 569 | return; |
715 | } | 570 | } |
@@ -1200,7 +1055,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1200 | /// No avatar should appear more than once in this list. | 1055 | /// No avatar should appear more than once in this list. |
1201 | /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart. | 1056 | /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart. |
1202 | /// </remarks> | 1057 | /// </remarks> |
1203 | protected internal List<ScenePresence> m_sittingAvatars = new List<ScenePresence>(); | 1058 | protected internal List<UUID> m_sittingAvatars = new List<UUID>(); |
1204 | 1059 | ||
1205 | #endregion | 1060 | #endregion |
1206 | 1061 | ||
@@ -1311,14 +1166,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1311 | /// </summary> | 1166 | /// </summary> |
1312 | public virtual void AttachToBackup() | 1167 | public virtual void AttachToBackup() |
1313 | { | 1168 | { |
1314 | <<<<<<< HEAD | ||
1315 | if (CanBeBackedUp) | ||
1316 | ======= | ||
1317 | if (IsAttachment) return; | 1169 | if (IsAttachment) return; |
1318 | m_scene.SceneGraph.FireAttachToBackup(this); | 1170 | m_scene.SceneGraph.FireAttachToBackup(this); |
1319 | 1171 | ||
1320 | if (InSceneBackup) | 1172 | // if (InSceneBackup) |
1321 | >>>>>>> avn/ubitvar | ||
1322 | { | 1173 | { |
1323 | // m_log.DebugFormat( | 1174 | // m_log.DebugFormat( |
1324 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); | 1175 | // "[SCENE OBJECT GROUP]: Attaching object {0} {1} to scene presistence sweep", Name, UUID); |
@@ -1431,21 +1282,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1431 | /// <returns></returns> | 1282 | /// <returns></returns> |
1432 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) | 1283 | public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) |
1433 | { | 1284 | { |
1434 | <<<<<<< HEAD | ||
1435 | maxX = -256f; | ||
1436 | maxY = -256f; | ||
1437 | maxZ = -256f; | ||
1438 | minX = 10000f; | ||
1439 | minY = 10000f; | ||
1440 | minZ = 10000f; | ||
1441 | ======= | ||
1442 | maxX = float.MinValue; | 1285 | maxX = float.MinValue; |
1443 | maxY = float.MinValue; | 1286 | maxY = float.MinValue; |
1444 | maxZ = float.MinValue; | 1287 | maxZ = float.MinValue; |
1445 | minX = float.MaxValue; | 1288 | minX = float.MaxValue; |
1446 | minY = float.MaxValue; | 1289 | minY = float.MaxValue; |
1447 | minZ = float.MaxValue; | 1290 | minZ = float.MaxValue; |
1448 | >>>>>>> avn/ubitvar | ||
1449 | 1291 | ||
1450 | SceneObjectPart[] parts = m_parts.GetArray(); | 1292 | SceneObjectPart[] parts = m_parts.GetArray(); |
1451 | foreach (SceneObjectPart part in parts) | 1293 | foreach (SceneObjectPart part in parts) |
@@ -1843,17 +1685,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1843 | } | 1685 | } |
1844 | } | 1686 | } |
1845 | 1687 | ||
1846 | <<<<<<< HEAD | ||
1847 | |||
1848 | /// <summary> | ||
1849 | /// | ||
1850 | /// </summary> | ||
1851 | /// <param name="part"></param> | ||
1852 | private void SetPartAsNonRoot(SceneObjectPart part) | ||
1853 | { | ||
1854 | part.ParentID = m_rootPart.LocalId; | ||
1855 | part.ClearUndoState(); | ||
1856 | ======= | ||
1857 | /// <summary> | 1688 | /// <summary> |
1858 | /// Add the avatar to this linkset (avatar is sat). | 1689 | /// Add the avatar to this linkset (avatar is sat). |
1859 | /// </summary> | 1690 | /// </summary> |
@@ -1893,7 +1724,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1893 | public List<ScenePresence> GetLinkedAvatars() | 1724 | public List<ScenePresence> GetLinkedAvatars() |
1894 | { | 1725 | { |
1895 | return m_linkedAvatars; | 1726 | return m_linkedAvatars; |
1896 | >>>>>>> avn/ubitvar | ||
1897 | } | 1727 | } |
1898 | 1728 | ||
1899 | /// <summary> | 1729 | /// <summary> |
@@ -2197,14 +2027,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2197 | 2027 | ||
2198 | if (Scene != null) | 2028 | if (Scene != null) |
2199 | { | 2029 | { |
2200 | <<<<<<< HEAD | ||
2201 | if (!sp.IsChildAgent && sp.ParentID == part.LocalId) | ||
2202 | sp.StandUp(); | ||
2203 | |||
2204 | if (!silent) | ||
2205 | ======= | ||
2206 | Scene.ForEachRootScenePresence(delegate(ScenePresence avatar) | 2030 | Scene.ForEachRootScenePresence(delegate(ScenePresence avatar) |
2207 | >>>>>>> avn/ubitvar | ||
2208 | { | 2031 | { |
2209 | if (avatar.ParentID == LocalId) | 2032 | if (avatar.ParentID == LocalId) |
2210 | avatar.StandUp(); | 2033 | avatar.StandUp(); |
@@ -2504,16 +2327,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2504 | /// <returns></returns> | 2327 | /// <returns></returns> |
2505 | public SceneObjectGroup Copy(bool userExposed) | 2328 | public SceneObjectGroup Copy(bool userExposed) |
2506 | { | 2329 | { |
2507 | <<<<<<< HEAD | ||
2508 | // FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up | ||
2509 | // with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator | ||
2510 | // but not between regions on different simulators). Really, all copying should be done explicitly. | ||
2511 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | ||
2512 | |||
2513 | dupe.Backup = false; | ||
2514 | dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); | ||
2515 | dupe.m_sittingAvatars = new List<ScenePresence>(); | ||
2516 | ======= | ||
2517 | m_dupeInProgress = true; | 2330 | m_dupeInProgress = true; |
2518 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); | 2331 | SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); |
2519 | dupe.m_isBackedUp = false; | 2332 | dupe.m_isBackedUp = false; |
@@ -2525,7 +2338,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2525 | dupe.m_linkedAvatars = new List<ScenePresence>(); | 2338 | dupe.m_linkedAvatars = new List<ScenePresence>(); |
2526 | dupe.m_sittingAvatars = new List<UUID>(); | 2339 | dupe.m_sittingAvatars = new List<UUID>(); |
2527 | 2340 | ||
2528 | >>>>>>> avn/ubitvar | ||
2529 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); | 2341 | dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); |
2530 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; | 2342 | dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; |
2531 | 2343 | ||
@@ -2700,12 +2512,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2700 | return RootPart.Torque; | 2512 | return RootPart.Torque; |
2701 | } | 2513 | } |
2702 | 2514 | ||
2703 | <<<<<<< HEAD | ||
2704 | public void MoveToTarget(Vector3 target, float tau) | ||
2705 | ======= | ||
2706 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object | 2515 | // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object |
2707 | public void moveToTarget(Vector3 target, float tau) | 2516 | public void MoveToTarget(Vector3 target, float tau) |
2708 | >>>>>>> avn/ubitvar | ||
2709 | { | 2517 | { |
2710 | if (IsAttachment) | 2518 | if (IsAttachment) |
2711 | { | 2519 | { |
@@ -2732,21 +2540,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2732 | if (IsAttachment) | 2540 | if (IsAttachment) |
2733 | { | 2541 | { |
2734 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); | 2542 | ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar); |
2735 | <<<<<<< HEAD | ||
2736 | |||
2737 | if (avatar != null) | ||
2738 | avatar.ResetMoveToTarget(); | ||
2739 | } | ||
2740 | else | ||
2741 | { | ||
2742 | PhysicsActor pa = RootPart.PhysActor; | ||
2743 | 2543 | ||
2744 | if (pa != null && pa.PIDActive) | ||
2745 | { | ||
2746 | pa.PIDActive = false; | ||
2747 | |||
2748 | ScheduleGroupForTerseUpdate(); | ||
2749 | ======= | ||
2750 | if (avatar != null) | 2544 | if (avatar != null) |
2751 | { | 2545 | { |
2752 | avatar.ResetMoveToTarget(); | 2546 | avatar.ResetMoveToTarget(); |
@@ -2786,7 +2580,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2786 | rootpart.PhysActor.APIDDamping = damping; | 2580 | rootpart.PhysActor.APIDDamping = damping; |
2787 | rootpart.PhysActor.APIDActive = true; | 2581 | rootpart.PhysActor.APIDActive = true; |
2788 | } | 2582 | } |
2789 | >>>>>>> avn/ubitvar | ||
2790 | } | 2583 | } |
2791 | } | 2584 | } |
2792 | } | 2585 | } |
@@ -3484,18 +3277,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3484 | 3277 | ||
3485 | linkPart.Rezzed = RootPart.Rezzed; | 3278 | linkPart.Rezzed = RootPart.Rezzed; |
3486 | 3279 | ||
3487 | <<<<<<< HEAD | ||
3488 | // We must persist the delinked group to the database immediately, for safety. The problem | ||
3489 | // is that although in memory the new group has a new SceneGroupID, in the database it | ||
3490 | // still has the parent group's SceneGroupID (until the next backup). This means that if the | ||
3491 | // parent group is deleted then the delinked group will also be deleted from the database. | ||
3492 | // This problem will disappear if the region remains alive long enough for another backup, | ||
3493 | // since at that time the delinked group's new SceneGroupID will be written to the database. | ||
3494 | // But if the region crashes before that then the prims will be permanently gone, and this must | ||
3495 | // not happen. (We can't use a just-in-time trick like GroupContainsForeignPrims in this case | ||
3496 | // because the delinked group doesn't know when the source group is deleted.) | ||
3497 | m_scene.ForceSceneObjectBackup(objectGroup); | ||
3498 | ======= | ||
3499 | // When we delete a group, we currently have to force persist to the database if the object id has changed | 3280 | // When we delete a group, we currently have to force persist to the database if the object id has changed |
3500 | // (since delete works by deleting all rows which have a given object id) | 3281 | // (since delete works by deleting all rows which have a given object id) |
3501 | 3282 | ||
@@ -3507,7 +3288,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3507 | m_rootPart.PhysActor.Building = false; | 3288 | m_rootPart.PhysActor.Building = false; |
3508 | 3289 | ||
3509 | objectGroup.HasGroupChangedDueToDelink = true; | 3290 | objectGroup.HasGroupChangedDueToDelink = true; |
3510 | >>>>>>> avn/ubitvar | ||
3511 | 3291 | ||
3512 | if (sendEvents) | 3292 | if (sendEvents) |
3513 | linkPart.TriggerScriptChangedEvent(Changed.LINK); | 3293 | linkPart.TriggerScriptChangedEvent(Changed.LINK); |
@@ -3521,13 +3301,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3521 | /// <param name="objectGroup"></param> | 3301 | /// <param name="objectGroup"></param> |
3522 | public virtual void DetachFromBackup() | 3302 | public virtual void DetachFromBackup() |
3523 | { | 3303 | { |
3524 | <<<<<<< HEAD | ||
3525 | if (Backup && Scene != null) | ||
3526 | ======= | ||
3527 | if (m_scene != null) | 3304 | if (m_scene != null) |
3528 | m_scene.SceneGraph.FireDetachFromBackup(this); | 3305 | m_scene.SceneGraph.FireDetachFromBackup(this); |
3529 | if (m_isBackedUp && Scene != null) | 3306 | if (m_isBackedUp && Scene != null) |
3530 | >>>>>>> avn/ubitvar | ||
3531 | m_scene.EventManager.OnBackup -= ProcessBackup; | 3307 | m_scene.EventManager.OnBackup -= ProcessBackup; |
3532 | 3308 | ||
3533 | Backup = false; | 3309 | Backup = false; |
@@ -3973,9 +3749,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3973 | { | 3749 | { |
3974 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); | 3750 | RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); |
3975 | 3751 | ||
3976 | <<<<<<< HEAD | ||
3977 | AdjustChildPrimPermissions(Scene.Permissions.IsGod(AgentID)); | ||
3978 | ======= | ||
3979 | bool god = Scene.Permissions.IsGod(AgentID); | 3752 | bool god = Scene.Permissions.IsGod(AgentID); |
3980 | 3753 | ||
3981 | if (field == 1 && god) | 3754 | if (field == 1 && god) |
@@ -3986,8 +3759,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3986 | }); | 3759 | }); |
3987 | } | 3760 | } |
3988 | 3761 | ||
3989 | AdjustChildPrimPermissions(); | 3762 | AdjustChildPrimPermissions(false); |
3990 | >>>>>>> avn/ubitvar | ||
3991 | 3763 | ||
3992 | if (field == 1 && god) // Base mask was set. Update all child part inventories | 3764 | if (field == 1 && god) // Base mask was set. Update all child part inventories |
3993 | { | 3765 | { |
@@ -5037,10 +4809,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
5037 | /// down after it move one place down the list. | 4809 | /// down after it move one place down the list. |
5038 | /// </remarks> | 4810 | /// </remarks> |
5039 | /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns> | 4811 | /// <returns>A list of the sitting avatars. Returns an empty list if there are no sitting avatars.</returns> |
5040 | public List<ScenePresence> GetSittingAvatars() | 4812 | public List<UUID> GetSittingAvatars() |
5041 | { | 4813 | { |
5042 | lock (m_sittingAvatars) | 4814 | lock (m_sittingAvatars) |
5043 | return new List<ScenePresence>(m_sittingAvatars); | 4815 | return new List<UUID>(m_sittingAvatars); |
5044 | } | 4816 | } |
5045 | 4817 | ||
5046 | /// <summary> | 4818 | /// <summary> |