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authorMelanie2010-09-14 22:03:42 +0100
committerMelanie2010-09-14 22:03:42 +0100
commit1212cb0c7442619f47f3937d0d8b7ed0ee5f6090 (patch)
tree776d0ff51f06ad2a30dbbacb7ddfd183766f0344 /OpenSim/Region/Framework/Scenes
parentFix a small left over buglet and also add checking of the physics actor (diff)
parentFix "show threads" to show threads now being managed by OpenSim.Framework.Wat... (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
4 files changed, 14 insertions, 15 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0e1b4b1..abec699 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1348,11 +1348,15 @@ namespace OpenSim.Region.Framework.Scenes
1348 if (m_frame % m_update_presences == 0) 1348 if (m_frame % m_update_presences == 0)
1349 m_sceneGraph.UpdatePresences(); 1349 m_sceneGraph.UpdatePresences();
1350 1350
1351<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Scene.cs
1351 // Update SceneObjectGroups that have scheduled themselves for updates 1352 // Update SceneObjectGroups that have scheduled themselves for updates
1352 // Objects queue their updates onto all scene presences 1353 // Objects queue their updates onto all scene presences
1353 if (m_frame % m_update_objects == 0) 1354 if (m_frame % m_update_objects == 0)
1354 m_sceneGraph.UpdateObjectGroups(); 1355 m_sceneGraph.UpdateObjectGroups();
1355 1356
1357=======
1358 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1359>>>>>>> master:OpenSim/Region/Framework/Scenes/Scene.cs
1356 if (m_frame % m_update_coarse_locations == 0) 1360 if (m_frame % m_update_coarse_locations == 0)
1357 { 1361 {
1358 List<Vector3> coarseLocations; 1362 List<Vector3> coarseLocations;
@@ -1370,9 +1374,12 @@ namespace OpenSim.Region.Framework.Scenes
1370 m_sceneGraph.UpdatePreparePhysics(); 1374 m_sceneGraph.UpdatePreparePhysics();
1371 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); 1375 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1372 1376
1377 // Apply any pending avatar force input to the avatar's velocity
1373 if (m_frame % m_update_entitymovement == 0) 1378 if (m_frame % m_update_entitymovement == 0)
1374 m_sceneGraph.UpdateScenePresenceMovement(); 1379 m_sceneGraph.UpdateScenePresenceMovement();
1375 1380
1381 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1382 // velocity
1376 int tmpPhysicsMS = Util.EnvironmentTickCount(); 1383 int tmpPhysicsMS = Util.EnvironmentTickCount();
1377 if (m_frame % m_update_physics == 0) 1384 if (m_frame % m_update_physics == 0)
1378 { 1385 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 6246400..9c3486e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -568,16 +568,6 @@ namespace OpenSim.Region.Framework.Scenes
568 m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient); 568 m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient);
569 } 569 }
570 570
571 protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient)
572 {
573 SceneObjectGroup group = GetGroupByPrim(objectLocalID);
574 if (group != null)
575 {
576 //group.DetachToGround();
577 m_parentScene.AttachmentsModule.ShowDetachInUserInventory(group.GetFromItemID(), remoteClient);
578 }
579 }
580
581 protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) 571 protected internal void HandleUndo(IClientAPI remoteClient, UUID primId)
582 { 572 {
583 if (primId != UUID.Zero) 573 if (primId != UUID.Zero)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 37630e0..5b610d3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1796,9 +1796,9 @@ namespace OpenSim.Region.Framework.Scenes
1796 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 1796 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1797 } 1797 }
1798 } 1798 }
1799 // m_log.DebugFormat( 1799// m_log.DebugFormat(
1800 // "[SCENE]: Storing {0}, {1} in {2}", 1800// "[SCENE]: Storing {0}, {1} in {2}",
1801 // Name, UUID, m_scene.RegionInfo.RegionName); 1801// Name, UUID, m_scene.RegionInfo.RegionName);
1802 1802
1803 SceneObjectGroup backup_group = Copy(false); 1803 SceneObjectGroup backup_group = Copy(false);
1804 backup_group.RootPart.Velocity = RootPart.Velocity; 1804 backup_group.RootPart.Velocity = RootPart.Velocity;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6d0ecf0..caf376b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1663,6 +1663,8 @@ namespace OpenSim.Region.Framework.Scenes
1663 } 1663 }
1664 } 1664 }
1665 1665
1666 // If the agent update does move the avatar, then calculate the force ready for the velocity update,
1667 // which occurs later in the main scene loop
1666 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1668 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1667 { 1669 {
1668 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1670 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
@@ -4294,8 +4296,8 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4294 return; 4296 return;
4295 4297
4296 UUID itemID = m_appearance.GetAttachedItem(p); 4298 UUID itemID = m_appearance.GetAttachedItem(p);
4297 UUID assetID = m_appearance.GetAttachedAsset(p);
4298 4299
4300 //UUID assetID = m_appearance.GetAttachedAsset(p);
4299 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 4301 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4300 // But they're not used anyway, the item is being looked up for now, so let's proceed. 4302 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4301 //if (UUID.Zero == assetID) 4303 //if (UUID.Zero == assetID)
@@ -4333,7 +4335,7 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4333 } 4335 }
4334 catch (Exception e) 4336 catch (Exception e)
4335 { 4337 {
4336 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 4338 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
4337 } 4339 }
4338 } 4340 }
4339 } 4341 }