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author | Melanie | 2013-06-30 18:27:30 +0100 |
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committer | Melanie | 2013-06-30 18:27:30 +0100 |
commit | ffcee82b1d62150b772464841023a29acc334c84 (patch) | |
tree | 957d562be1f9e567daabb9bfdd25e779ec2c11a4 /OpenSim/Region/Framework | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Groups V2: charge for group creation only after the group has been successful... (diff) | |
download | opensim-SC-ffcee82b1d62150b772464841023a29acc334c84.zip opensim-SC-ffcee82b1d62150b772464841023a29acc334c84.tar.gz opensim-SC-ffcee82b1d62150b772464841023a29acc334c84.tar.bz2 opensim-SC-ffcee82b1d62150b772464841023a29acc334c84.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/Framework/Scenes/EventManager.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
Diffstat (limited to 'OpenSim/Region/Framework')
4 files changed, 66 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 4fec44f..1018b54 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs | |||
@@ -1026,6 +1026,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
1026 | /// </remarks> | 1026 | /// </remarks> |
1027 | public event TeleportFail OnTeleportFail; | 1027 | public event TeleportFail OnTeleportFail; |
1028 | 1028 | ||
1029 | // public delegate void GatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids); | ||
1030 | // | ||
1031 | // /// <summary> | ||
1032 | // /// Triggered when UUIDs referenced by a scene object are being gathered for archiving, hg transfer, etc. | ||
1033 | // /// </summary> | ||
1034 | // /// <remarks> | ||
1035 | // /// The listener should add references to the IDictionary<UUID, AssetType> as appropriate. | ||
1036 | // /// </remarks> | ||
1037 | // public event GatherUuids OnGatherUuids; | ||
1038 | |||
1029 | public class MoneyTransferArgs : EventArgs | 1039 | public class MoneyTransferArgs : EventArgs |
1030 | { | 1040 | { |
1031 | public UUID sender; | 1041 | public UUID sender; |
@@ -3274,5 +3284,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
3274 | handler(scenePresence); | 3284 | handler(scenePresence); |
3275 | } | 3285 | } |
3276 | } | 3286 | } |
3287 | |||
3288 | // public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) | ||
3289 | // { | ||
3290 | // GatherUuids handler = OnGatherUuids; | ||
3291 | // | ||
3292 | // if (handler != null) | ||
3293 | // { | ||
3294 | // foreach (GatherUuids d in handler.GetInvocationList()) | ||
3295 | // { | ||
3296 | // try | ||
3297 | // { | ||
3298 | // d(sop, assetUuids); | ||
3299 | // } | ||
3300 | // catch (Exception e) | ||
3301 | // { | ||
3302 | // m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}", | ||
3303 | // e.Message, e.StackTrace); | ||
3304 | // } | ||
3305 | // } | ||
3306 | // } | ||
3307 | // } | ||
3277 | } | 3308 | } |
3278 | } | 3309 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 0a18d8a..9e3d875 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -3810,20 +3810,23 @@ namespace OpenSim.Region.Framework.Scenes | |||
3810 | /// <summary> | 3810 | /// <summary> |
3811 | /// Update just the root prim position in a linkset | 3811 | /// Update just the root prim position in a linkset |
3812 | /// </summary> | 3812 | /// </summary> |
3813 | /// <param name="pos"></param> | 3813 | /// <param name="newPos"></param> |
3814 | public void UpdateRootPosition(Vector3 pos) | 3814 | public void UpdateRootPosition(Vector3 newPos) |
3815 | { | 3815 | { |
3816 | // needs to be called with phys building true | 3816 | // needs to be called with phys building true |
3817 | Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); | 3817 | Vector3 oldPos; |
3818 | Vector3 oldPos = | 3818 | |
3819 | new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, | 3819 | // FIXME: This improves the situation where editing just the root prim of an attached object would send |
3820 | AbsolutePosition.Y + m_rootPart.OffsetPosition.Y, | 3820 | // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim |
3821 | AbsolutePosition.Z + m_rootPart.OffsetPosition.Z); | 3821 | // still ends up in the wrong position on reattach. |
3822 | if (IsAttachment) | ||
3823 | oldPos = RootPart.OffsetPosition; | ||
3824 | else | ||
3825 | oldPos = AbsolutePosition + RootPart.OffsetPosition; | ||
3826 | |||
3822 | Vector3 diff = oldPos - newPos; | 3827 | Vector3 diff = oldPos - newPos; |
3823 | Vector3 axDiff = new Vector3(diff.X, diff.Y, diff.Z); | ||
3824 | Quaternion partRotation = m_rootPart.RotationOffset; | 3828 | Quaternion partRotation = m_rootPart.RotationOffset; |
3825 | axDiff *= Quaternion.Inverse(partRotation); | 3829 | diff *= Quaternion.Inverse(partRotation); |
3826 | diff = axDiff; | ||
3827 | 3830 | ||
3828 | SceneObjectPart[] parts = m_parts.GetArray(); | 3831 | SceneObjectPart[] parts = m_parts.GetArray(); |
3829 | for (int i = 0; i < parts.Length; i++) | 3832 | for (int i = 0; i < parts.Length; i++) |
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index ce4fb40..68918d3 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | |||
@@ -1346,7 +1346,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
1346 | if (sop.MediaUrl != null) | 1346 | if (sop.MediaUrl != null) |
1347 | writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); | 1347 | writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString()); |
1348 | 1348 | ||
1349 | if (sop.DynAttrs.Count > 0) | 1349 | if (sop.DynAttrs.CountNamespaces > 0) |
1350 | { | 1350 | { |
1351 | writer.WriteStartElement("DynAttrs"); | 1351 | writer.WriteStartElement("DynAttrs"); |
1352 | sop.DynAttrs.WriteXml(writer); | 1352 | sop.DynAttrs.WriteXml(writer); |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 7b47275..e60a025 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -182,7 +182,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
182 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); | 182 | GatherAssetUuids(tii.AssetID, (AssetType)tii.Type, assetUuids); |
183 | } | 183 | } |
184 | 184 | ||
185 | // get any texture UUIDs used for materials such as normal and specular maps | 185 | // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed |
186 | // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and | ||
187 | // inventory transfer. There needs to be a way for a module to register a method without assuming a | ||
188 | // Scene.EventManager is present. | ||
189 | // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); | ||
190 | |||
186 | GatherMaterialsUuids(part, assetUuids); | 191 | GatherMaterialsUuids(part, assetUuids); |
187 | } | 192 | } |
188 | catch (Exception e) | 193 | catch (Exception e) |
@@ -208,7 +213,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
208 | // } | 213 | // } |
209 | // } | 214 | // } |
210 | 215 | ||
211 | |||
212 | /// <summary> | 216 | /// <summary> |
213 | /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps | 217 | /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps |
214 | /// </summary> | 218 | /// </summary> |
@@ -217,20 +221,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
217 | public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) | 221 | public void GatherMaterialsUuids(SceneObjectPart part, IDictionary<UUID, AssetType> assetUuids) |
218 | { | 222 | { |
219 | // scan thru the dynAttrs map of this part for any textures used as materials | 223 | // scan thru the dynAttrs map of this part for any textures used as materials |
220 | OSDMap OSMaterials = null; | 224 | OSD osdMaterials = null; |
221 | 225 | ||
222 | lock (part.DynAttrs) | 226 | lock (part.DynAttrs) |
223 | { | 227 | { |
224 | if (part.DynAttrs.ContainsKey("OS:Materials")) | 228 | if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) |
225 | OSMaterials = part.DynAttrs["OS:Materials"]; | 229 | { |
226 | if (OSMaterials != null && OSMaterials.ContainsKey("Materials")) | 230 | OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); |
231 | |||
232 | if (materialsStore == null) | ||
233 | return; | ||
234 | |||
235 | materialsStore.TryGetValue("Materials", out osdMaterials); | ||
236 | } | ||
237 | |||
238 | if (osdMaterials != null) | ||
227 | { | 239 | { |
228 | OSD osd = OSMaterials["Materials"]; | ||
229 | //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); | 240 | //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); |
230 | 241 | ||
231 | if (osd is OSDArray) | 242 | if (osdMaterials is OSDArray) |
232 | { | 243 | { |
233 | OSDArray matsArr = osd as OSDArray; | 244 | OSDArray matsArr = osdMaterials as OSDArray; |
234 | foreach (OSDMap matMap in matsArr) | 245 | foreach (OSDMap matMap in matsArr) |
235 | { | 246 | { |
236 | try | 247 | try |
@@ -268,8 +279,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
268 | } | 279 | } |
269 | } | 280 | } |
270 | } | 281 | } |
271 | 282 | ||
272 | |||
273 | /// <summary> | 283 | /// <summary> |
274 | /// Get an asset synchronously, potentially using an asynchronous callback. If the | 284 | /// Get an asset synchronously, potentially using an asynchronous callback. If the |
275 | /// asynchronous callback is used, we will wait for it to complete. | 285 | /// asynchronous callback is used, we will wait for it to complete. |