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authorMelanie2012-03-08 19:09:11 +0000
committerMelanie2012-03-08 19:09:11 +0000
commit3089344114fec1c171f674223a0dd35b97115d04 (patch)
tree57b813fddbfb7c7ca79483fa6179a88f2871b85f /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentMerge branch 'master' into careminster (diff)
parentHold a ref to the prim we're sat on rather than querying scene each time (diff)
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Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs72
1 files changed, 27 insertions, 45 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 0760808..cce606a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -263,8 +263,8 @@ namespace OpenSim.Region.Framework.Scenes
263 private bool m_occupied; // KF if any av is sitting on this prim 263 private bool m_occupied; // KF if any av is sitting on this prim
264 private string m_text = String.Empty; 264 private string m_text = String.Empty;
265 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
266 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private Stack<UndoState> m_undo = new Stack<UndoState>(5);
267 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5); 267 private Stack<UndoState> m_redo = new Stack<UndoState>(5);
268 268
269 private bool m_passTouches; 269 private bool m_passTouches;
270 270
@@ -1709,6 +1709,11 @@ namespace OpenSim.Region.Framework.Scenes
1709 dupe.Category = Category; 1709 dupe.Category = Category;
1710 dupe.m_rezzed = m_rezzed; 1710 dupe.m_rezzed = m_rezzed;
1711 1711
1712 dupe.m_undo = new Stack<UndoState>(5);
1713 dupe.m_redo = new Stack<UndoState>(5);
1714 dupe.IgnoreUndoUpdate = false;
1715 dupe.Undoing = false;
1716
1712 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1717 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1713 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1718 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1714 1719
@@ -3659,61 +3664,38 @@ namespace OpenSim.Region.Framework.Scenes
3659 3664
3660 public void StoreUndoState(bool forGroup) 3665 public void StoreUndoState(bool forGroup)
3661 { 3666 {
3662 if (!Undoing) 3667 if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
3663 { 3668 {
3664 if (!IgnoreUndoUpdate) 3669 if (ParentGroup != null)
3665 { 3670 {
3666 if (ParentGroup != null) 3671 lock (m_undo)
3667 { 3672 {
3668 lock (m_undo) 3673 if (m_undo.Count > 0)
3669 { 3674 {
3670 if (m_undo.Count > 0) 3675 // see if we had a change
3671 {
3672 UndoState last = m_undo.Peek();
3673 if (last != null)
3674 {
3675 // TODO: May need to fix for group comparison
3676 if (last.Compare(this))
3677 {
3678 // m_log.DebugFormat(
3679 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3680 // Name, LocalId, m_undo.Count);
3681 3676
3682 return; 3677 UndoState last = m_undo.Peek();
3683 } 3678 if (last != null)
3679 {
3680 if (last.Compare(this, forGroup))
3681 {
3682 return;
3684 } 3683 }
3685 } 3684 }
3686 3685 }
3687 // m_log.DebugFormat(
3688 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3689 // Name, LocalId, forGroup, m_undo.Count);
3690
3691 if (ParentGroup.GetSceneMaxUndo() > 0)
3692 {
3693 UndoState nUndo = new UndoState(this, forGroup);
3694 3686
3695 m_undo.Push(nUndo); 3687 if (ParentGroup.GetSceneMaxUndo() > 0)
3688 {
3689 UndoState nUndo = new UndoState(this, forGroup);
3696 3690
3697 if (m_redo.Count > 0) 3691 m_undo.Push(nUndo);
3698 m_redo.Clear();
3699 3692
3700 // m_log.DebugFormat( 3693 if (m_redo.Count > 0)
3701 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3694 m_redo.Clear();
3702 // Name, LocalId, forGroup, m_undo.Count);
3703 }
3704 } 3695 }
3705 } 3696 }
3706 } 3697 }
3707 // else
3708 // {
3709 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3710 // }
3711 } 3698 }
3712 // else
3713 // {
3714 // m_log.DebugFormat(
3715 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3716 // }
3717 } 3699 }
3718 3700
3719 /// <summary> 3701 /// <summary>
@@ -3749,7 +3731,7 @@ namespace OpenSim.Region.Framework.Scenes
3749 nUndo = new UndoState(this, goback.ForGroup); 3731 nUndo = new UndoState(this, goback.ForGroup);
3750 } 3732 }
3751 3733
3752 goback.PlaybackState(this); 3734 goback.PlayState(this);
3753 3735
3754 if (nUndo != null) 3736 if (nUndo != null)
3755 m_redo.Push(nUndo); 3737 m_redo.Push(nUndo);
@@ -3783,7 +3765,7 @@ namespace OpenSim.Region.Framework.Scenes
3783 m_undo.Push(nUndo); 3765 m_undo.Push(nUndo);
3784 } 3766 }
3785 3767
3786 gofwd.PlayfwdState(this); 3768 gofwd.PlayState(this);
3787 } 3769 }
3788 3770
3789// m_log.DebugFormat( 3771// m_log.DebugFormat(