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authorJustin Clark-Casey (justincc)2010-08-13 20:23:53 +0100
committerJustin Clark-Casey (justincc)2010-08-13 20:23:53 +0100
commit39a748b47a5eb8020f167287c84a91bee0881cca (patch)
tree2733d3111fd652549a6447b4c991c3f5e7664986 /OpenSim/Region/Framework
parentFile wants to be committed (diff)
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refactor: Use SOP.Flags rather than SOP.ObjectFlags
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
3 files changed, 12 insertions, 12 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0eb28f4..afdb95b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1897,7 +1897,7 @@ namespace OpenSim.Region.Framework.Scenes
1897 1897
1898 AddRestoredSceneObject(group, true, true); 1898 AddRestoredSceneObject(group, true, true);
1899 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1899 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1900 rootPart.ObjectFlags &= ~(uint)PrimFlags.Scripted; 1900 rootPart.Flags &= ~PrimFlags.Scripted;
1901 rootPart.TrimPermissions(); 1901 rootPart.TrimPermissions();
1902 group.CheckSculptAndLoad(); 1902 group.CheckSculptAndLoad();
1903 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); 1903 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
@@ -2184,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
2184 2184
2185 foreach (SceneObjectPart part in group.Children.Values) 2185 foreach (SceneObjectPart part in group.Children.Values)
2186 { 2186 {
2187 if (part.IsJoint() && ((part.ObjectFlags&(uint)PrimFlags.Physics) != 0)) 2187 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2188 { 2188 {
2189 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2189 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
2190 } 2190 }
@@ -4852,7 +4852,7 @@ namespace OpenSim.Region.Framework.Scenes
4852 } 4852 }
4853 4853
4854 // turn the proxy non-physical, which also stops its client-side interpolation 4854 // turn the proxy non-physical, which also stops its client-side interpolation
4855 bool wasUsingPhysics = ((jointProxyObject.ObjectFlags & (uint)PrimFlags.Physics) != 0); 4855 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4856 if (wasUsingPhysics) 4856 if (wasUsingPhysics)
4857 { 4857 {
4858 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4858 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3670080..117f869 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1322,9 +1322,9 @@ namespace OpenSim.Region.Framework.Scenes
1322 1322
1323 public void aggregateScriptEvents() 1323 public void aggregateScriptEvents()
1324 { 1324 {
1325 uint objectflagupdate=(uint)RootPart.GetEffectiveObjectFlags(); 1325 PrimFlags objectflagupdate = (PrimFlags)RootPart.GetEffectiveObjectFlags();
1326 1326
1327 scriptEvents aggregateScriptEvents=0; 1327 scriptEvents aggregateScriptEvents = 0;
1328 1328
1329 lock (m_parts) 1329 lock (m_parts)
1330 { 1330 {
@@ -1333,7 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes
1333 if (part == null) 1333 if (part == null)
1334 continue; 1334 continue;
1335 if (part != RootPart) 1335 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1336 part.Flags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1337 aggregateScriptEvents |= part.AggregateScriptEvents;
1338 } 1338 }
1339 } 1339 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 33aa8ee..2ad4223 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1324,7 +1324,7 @@ namespace OpenSim.Region.Framework.Scenes
1324 public void AddFlag(PrimFlags flag) 1324 public void AddFlag(PrimFlags flag)
1325 { 1325 {
1326 // PrimFlags prevflag = Flags; 1326 // PrimFlags prevflag = Flags;
1327 if ((ObjectFlags & (uint) flag) == 0) 1327 if ((Flags & flag) == 0)
1328 { 1328 {
1329 //m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString()); 1329 //m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
1330 Flags |= flag; 1330 Flags |= flag;
@@ -1607,7 +1607,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 dupe.Velocity = new Vector3(0, 0, 0); 1607 dupe.Velocity = new Vector3(0, 0, 0);
1608 dupe.Acceleration = new Vector3(0, 0, 0); 1608 dupe.Acceleration = new Vector3(0, 0, 0);
1609 dupe.AngularVelocity = new Vector3(0, 0, 0); 1609 dupe.AngularVelocity = new Vector3(0, 0, 0);
1610 dupe.ObjectFlags = ObjectFlags; 1610 dupe.Flags = Flags;
1611 1611
1612 dupe._ownershipCost = _ownershipCost; 1612 dupe._ownershipCost = _ownershipCost;
1613 dupe._objectSaleType = _objectSaleType; 1613 dupe._objectSaleType = _objectSaleType;
@@ -1644,7 +1644,7 @@ namespace OpenSim.Region.Framework.Scenes
1644 m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived); 1644 m_parentGroup.Scene.AssetService.Get(dupe.m_shape.SculptTexture.ToString(), dupe, AssetReceived);
1645 } 1645 }
1646 1646
1647 bool UsePhysics = ((dupe.ObjectFlags & (uint)PrimFlags.Physics) != 0); 1647 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1648 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1648 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1649 } 1649 }
1650 1650
@@ -4271,9 +4271,9 @@ namespace OpenSim.Region.Framework.Scenes
4271 4271
4272 public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD) 4272 public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom, bool IsVD)
4273 { 4273 {
4274 bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0); 4274 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4275 bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0); 4275 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
4276 bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0); 4276 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4277 bool wasVD = VolumeDetectActive; 4277 bool wasVD = VolumeDetectActive;
4278 4278
4279 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD)) 4279 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom) && (IsVD==wasVD))