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authorUbitUmarov2012-03-11 00:36:34 +0000
committerUbitUmarov2012-03-11 00:36:34 +0000
commitab235abc46e3d902a7aaf61e589b81f826a2d7a5 (patch)
treeb64df1477b670b49849ae28d236757f44ed3f901 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentBIG MESS. changed Iclient interface so only one event is used to inform scene... (diff)
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Changed undo redo internals. moved exec code to UndoState.cs from sop that now only sees a unified UndoRedoStore class, added size limit on buffers so only last 5 undo/redo are kept. (5 is hardcode like it was ) ***UNTESTED***
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs155
1 files changed, 22 insertions, 133 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c806fda..f70b259 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -263,8 +263,7 @@ 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 Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private UndoRedoState m_UndoRedo = new UndoRedoState(5);
267 private Stack<UndoState> m_redo = new Stack<UndoState>(5);
268 267
269 private bool m_passTouches; 268 private bool m_passTouches;
270 269
@@ -1709,8 +1708,8 @@ namespace OpenSim.Region.Framework.Scenes
1709 dupe.Category = Category; 1708 dupe.Category = Category;
1710 dupe.m_rezzed = m_rezzed; 1709 dupe.m_rezzed = m_rezzed;
1711 1710
1712 dupe.m_undo = new Stack<UndoState>(5); 1711 dupe.m_UndoRedo = new UndoRedoState(5);
1713 dupe.m_redo = new Stack<UndoState>(5); 1712
1714 dupe.IgnoreUndoUpdate = false; 1713 dupe.IgnoreUndoUpdate = false;
1715 dupe.Undoing = false; 1714 dupe.Undoing = false;
1716 1715
@@ -3657,82 +3656,14 @@ namespace OpenSim.Region.Framework.Scenes
3657 ParentGroup.ScheduleGroupForTerseUpdate(); 3656 ParentGroup.ScheduleGroupForTerseUpdate();
3658 //ParentGroup.ScheduleGroupForFullUpdate(); 3657 //ParentGroup.ScheduleGroupForFullUpdate();
3659 } 3658 }
3660/*
3661 public void StoreUndoState()
3662 {
3663 StoreUndoState(false);
3664 }
3665
3666 public void StoreUndoState(bool forGroup)
3667 {
3668 if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
3669 {
3670 if (ParentGroup != null)
3671 {
3672 lock (m_undo)
3673 {
3674 if (m_undo.Count > 0)
3675 {
3676 // see if we had a change
3677
3678 UndoState last = m_undo.Peek();
3679 if (last != null)
3680 {
3681 if (last.Compare(this, forGroup))
3682 {
3683 return;
3684 }
3685 }
3686 }
3687
3688 if (ParentGroup.GetSceneMaxUndo() > 0)
3689 {
3690 UndoState nUndo = new UndoState(this, forGroup);
3691
3692 m_undo.Push(nUndo);
3693
3694 if (m_redo.Count > 0)
3695 m_redo.Clear();
3696 }
3697 }
3698 }
3699 }
3700 }
3701*/
3702
3703 3659
3704 public void StoreUndoState(ObjectChangeWhat what) 3660 public void StoreUndoState(ObjectChangeWhat what)
3705 { 3661 {
3706 if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended 3662 lock (m_UndoRedo)
3707 { 3663 {
3708 if (ParentGroup != null) 3664 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3709 { 3665 {
3710 lock (m_undo) 3666 m_UndoRedo.StoreUndo(this, what);
3711 {
3712 if (m_undo.Count > 0)
3713 {
3714 // see if we had a change
3715
3716 UndoState last = m_undo.Peek();
3717 if (last != null)
3718 {
3719 if (last.Compare(this, what))
3720 {
3721 return;
3722 }
3723 }
3724 }
3725
3726 if (ParentGroup.GetSceneMaxUndo() > 0)
3727 {
3728 UndoState nUndo = new UndoState(this, what);
3729
3730 m_undo.Push(nUndo);
3731
3732 if (m_redo.Count > 0)
3733 m_redo.Clear();
3734 }
3735 }
3736 } 3667 }
3737 } 3668 }
3738 } 3669 }
@@ -3744,84 +3675,42 @@ namespace OpenSim.Region.Framework.Scenes
3744 { 3675 {
3745 get 3676 get
3746 { 3677 {
3747 lock (m_undo) 3678 lock (m_UndoRedo)
3748 return m_undo.Count; 3679 return m_UndoRedo.Count;
3749 } 3680 }
3750 } 3681 }
3751 3682
3752 public void Undo() 3683 public void Undo()
3753 { 3684 {
3754 lock (m_undo) 3685 lock (m_UndoRedo)
3755 { 3686 {
3756// m_log.DebugFormat( 3687 if (Undoing || ParentGroup == null)
3757// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", 3688 return;
3758// Name, LocalId, m_undo.Count);
3759
3760 if (m_undo.Count > 0)
3761 {
3762 UndoState goback = m_undo.Pop();
3763
3764 if (goback != null)
3765 {
3766 UndoState nUndo = null;
3767
3768 if (ParentGroup.GetSceneMaxUndo() > 0)
3769 {
3770 nUndo = new UndoState(this, goback.data.what);
3771 }
3772
3773 goback.PlayState(this);
3774
3775 if (nUndo != null)
3776 m_redo.Push(nUndo);
3777 }
3778 }
3779 3689
3780// m_log.DebugFormat( 3690 Undoing = true;
3781// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3691 m_UndoRedo.Undo(this);
3782// Name, LocalId, m_undo.Count); 3692 Undoing = false;
3783 } 3693 }
3784 } 3694 }
3785 3695
3786 public void Redo() 3696 public void Redo()
3787 { 3697 {
3788 lock (m_undo) 3698 lock (m_UndoRedo)
3789 { 3699 {
3790// m_log.DebugFormat( 3700 if (Undoing || ParentGroup == null)
3791// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", 3701 return;
3792// Name, LocalId, m_redo.Count);
3793
3794 if (m_redo.Count > 0)
3795 {
3796 UndoState gofwd = m_redo.Pop();
3797
3798 if (gofwd != null)
3799 {
3800 if (ParentGroup.GetSceneMaxUndo() > 0)
3801 {
3802 UndoState nUndo = new UndoState(this, gofwd.data.what);
3803
3804 m_undo.Push(nUndo);
3805 }
3806
3807 gofwd.PlayState(this);
3808 }
3809 3702
3810// m_log.DebugFormat( 3703 Undoing = true;
3811// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3704 m_UndoRedo.Redo(this);
3812// Name, LocalId, m_redo.Count); 3705 Undoing = false;
3813 }
3814 } 3706 }
3815 } 3707 }
3816 3708
3817 public void ClearUndoState() 3709 public void ClearUndoState()
3818 { 3710 {
3819// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3711 lock (m_UndoRedo)
3820
3821 lock (m_undo)
3822 { 3712 {
3823 m_undo.Clear(); 3713 m_UndoRedo.Clear();
3824 m_redo.Clear();
3825 } 3714 }
3826 } 3715 }
3827 3716