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authorJustin Clarke Casey2008-06-27 16:36:19 +0000
committerJustin Clarke Casey2008-06-27 16:36:19 +0000
commit9bf67201c31d531e0480e67d8a96472d0a5b0c76 (patch)
treecb3123ab6062efd7f32762b5a8a88bf1f58a35a5 /OpenSim/Region/ScriptEngine/Common
parentdr scofield's warning safari: hunting down those little buggers (diff)
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* Remove responsibilty for signalling scene object change from SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up * This also means that force-update on the console will not trigger repersistence. * Also, in other places persistence is no longer done where it wasn't actually necessary * I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped * Please patch or mantis if this is the case
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs30
1 files changed, 28 insertions, 2 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index 0514573..7df1173 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -1058,6 +1058,19 @@ namespace OpenSim.Region.ScriptEngine.Common
1058 } 1058 }
1059 } 1059 }
1060 1060
1061 /// <summary>
1062 /// Set flexi parameters of a part.
1063 ///
1064 /// FIXME: Much of this code should probably be within the part itself.
1065 /// </summary>
1066 /// <param name="part"></param>
1067 /// <param name="flexi"></param>
1068 /// <param name="softness"></param>
1069 /// <param name="gravity"></param>
1070 /// <param name="friction"></param>
1071 /// <param name="wind"></param>
1072 /// <param name="tension"></param>
1073 /// <param name="Force"></param>
1061 private void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1074 private void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1062 float wind, float tension, LSL_Types.Vector3 Force) 1075 float wind, float tension, LSL_Types.Vector3 Force)
1063 { 1076 {
@@ -1097,14 +1110,26 @@ namespace OpenSim.Region.ScriptEngine.Common
1097 if (needs_fakedelete) 1110 if (needs_fakedelete)
1098 { 1111 {
1099 if (part.ParentGroup != null) 1112 if (part.ParentGroup != null)
1100 { 1113 {
1101 part.ParentGroup.FakeDeleteGroup(); 1114 part.ParentGroup.FakeDeleteGroup();
1102 } 1115 }
1103 } 1116 }
1104 1117
1118 part.ParentGroup.HasGroupChanged = true;
1105 part.ScheduleFullUpdate(); 1119 part.ScheduleFullUpdate();
1106 } 1120 }
1107 1121
1122 /// <summary>
1123 /// Set a light point on a part
1124 ///
1125 /// FIXME: Much of this code should probably be in SceneObjectGroup
1126 /// </summary>
1127 /// <param name="part"></param>
1128 /// <param name="light"></param>
1129 /// <param name="color"></param>
1130 /// <param name="intensity"></param>
1131 /// <param name="radius"></param>
1132 /// <param name="falloff"></param>
1108 private void SetPointLight(SceneObjectPart part, bool light, LSL_Types.Vector3 color, float intensity, float radius, float falloff) 1133 private void SetPointLight(SceneObjectPart part, bool light, LSL_Types.Vector3 color, float intensity, float radius, float falloff)
1109 { 1134 {
1110 if (part == null) 1135 if (part == null)
@@ -1125,6 +1150,7 @@ namespace OpenSim.Region.ScriptEngine.Common
1125 part.Shape.LightEntry = false; 1150 part.Shape.LightEntry = false;
1126 } 1151 }
1127 1152
1153 part.ParentGroup.HasGroupChanged = true;
1128 part.ScheduleFullUpdate(); 1154 part.ScheduleFullUpdate();
1129 } 1155 }
1130 1156
@@ -1583,7 +1609,7 @@ namespace OpenSim.Region.ScriptEngine.Common
1583 m_host.SoundGain = volume; 1609 m_host.SoundGain = volume;
1584 m_host.SoundFlags = 1; // looping 1610 m_host.SoundFlags = 1; // looping
1585 m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable? 1611 m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
1586 1612
1587 m_host.ScheduleFullUpdate(); 1613 m_host.ScheduleFullUpdate();
1588 m_host.SendFullUpdateToAllClients(); 1614 m_host.SendFullUpdateToAllClients();
1589 } 1615 }