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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs264
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs22
2 files changed, 157 insertions, 129 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 2fdb48d..f74fd5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Threading;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using OpenMetaverse; 32using OpenMetaverse;
@@ -96,6 +97,8 @@ namespace OpenSim.Region.Framework.Scenes
96 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>(); 97 protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
97 private readonly Object m_dictionary_lock = new Object(); 98 private readonly Object m_dictionary_lock = new Object();
98 99
100 private Object m_updateLock = new Object();
101
99 #endregion 102 #endregion
100 103
101 protected internal SceneGraph(Scene parent, RegionInfo regInfo) 104 protected internal SceneGraph(Scene parent, RegionInfo regInfo)
@@ -369,6 +372,9 @@ namespace OpenSim.Region.Framework.Scenes
369 /// </summary> 372 /// </summary>
370 protected internal void UpdateObjectGroups() 373 protected internal void UpdateObjectGroups()
371 { 374 {
375 if (!Monitor.TryEnter(m_updateLock))
376 return;
377
372 List<SceneObjectGroup> updates; 378 List<SceneObjectGroup> updates;
373 379
374 // Some updates add more updates to the updateList. 380 // Some updates add more updates to the updateList.
@@ -395,6 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
395 "[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e); 401 "[INNER SCENE]: Failed to update {0}, {1} - {2}", sog.Name, sog.UUID, e);
396 } 402 }
397 } 403 }
404 Monitor.Exit(m_updateLock);
398 } 405 }
399 406
400 protected internal void AddPhysicalPrim(int number) 407 protected internal void AddPhysicalPrim(int number)
@@ -1555,55 +1562,65 @@ namespace OpenSim.Region.Framework.Scenes
1555 /// <param name="childPrims"></param> 1562 /// <param name="childPrims"></param>
1556 protected internal void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds) 1563 protected internal void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
1557 { 1564 {
1558 SceneObjectGroup parentGroup = GetGroupByPrim(parentPrimId); 1565 Monitor.Enter(m_updateLock);
1559 1566 try
1560 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1561 if (parentGroup != null)
1562 { 1567 {
1563 // We do this in reverse to get the link order of the prims correct 1568 SceneObjectGroup parentGroup = GetGroupByPrim(parentPrimId);
1564 for (int i = childPrimIds.Count - 1; i >= 0; i--) 1569
1570 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1571 if (parentGroup != null)
1565 { 1572 {
1566 SceneObjectGroup child = GetGroupByPrim(childPrimIds[i]); 1573 // We do this in reverse to get the link order of the prims correct
1567 if (child != null) 1574 for (int i = childPrimIds.Count - 1; i >= 0; i--)
1568 { 1575 {
1569 // Make sure no child prim is set for sale 1576 SceneObjectGroup child = GetGroupByPrim(childPrimIds[i]);
1570 // So that, on delink, no prims are unwittingly 1577 if (child != null)
1571 // left for sale and sold off 1578 {
1572 child.RootPart.ObjectSaleType = 0; 1579 // Make sure no child prim is set for sale
1573 child.RootPart.SalePrice = 10; 1580 // So that, on delink, no prims are unwittingly
1574 childGroups.Add(child); 1581 // left for sale and sold off
1582 child.RootPart.ObjectSaleType = 0;
1583 child.RootPart.SalePrice = 10;
1584 childGroups.Add(child);
1585 }
1575 } 1586 }
1576 } 1587 }
1577 } 1588 else
1578 else 1589 {
1579 { 1590 return; // parent is null so not in this region
1580 return; // parent is null so not in this region 1591 }
1581 }
1582 1592
1583 foreach (SceneObjectGroup child in childGroups) 1593 foreach (SceneObjectGroup child in childGroups)
1584 { 1594 {
1585 parentGroup.LinkToGroup(child); 1595 parentGroup.LinkToGroup(child);
1586 1596
1587 // this is here so physics gets updated! 1597 // this is here so physics gets updated!
1588 // Don't remove! Bad juju! Stay away! or fix physics! 1598 // Don't remove! Bad juju! Stay away! or fix physics!
1589 child.AbsolutePosition = child.AbsolutePosition; 1599 child.AbsolutePosition = child.AbsolutePosition;
1590 } 1600 }
1591 1601
1592 // We need to explicitly resend the newly link prim's object properties since no other actions 1602 // We need to explicitly resend the newly link prim's object properties since no other actions
1593 // occur on link to invoke this elsewhere (such as object selection) 1603 // occur on link to invoke this elsewhere (such as object selection)
1594 parentGroup.RootPart.AddFlag(PrimFlags.CreateSelected); 1604 parentGroup.RootPart.AddFlag(PrimFlags.CreateSelected);
1595 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1605 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1596 1606 parentGroup.HasGroupChanged = true;
1597 if (client != null) 1607 parentGroup.ScheduleGroupForFullUpdate();
1598 { 1608
1599 parentGroup.GetProperties(client); 1609// if (client != null)
1610// {
1611// parentGroup.GetProperties(client);
1612// }
1613// else
1614// {
1615// foreach (ScenePresence p in GetScenePresences())
1616// {
1617// parentGroup.GetProperties(p.ControllingClient);
1618// }
1619// }
1600 } 1620 }
1601 else 1621 finally
1602 { 1622 {
1603 foreach (ScenePresence p in GetScenePresences()) 1623 Monitor.Exit(m_updateLock);
1604 {
1605 parentGroup.GetProperties(p.ControllingClient);
1606 }
1607 } 1624 }
1608 } 1625 }
1609 1626
@@ -1618,109 +1635,120 @@ namespace OpenSim.Region.Framework.Scenes
1618 1635
1619 protected internal void DelinkObjects(List<uint> primIds, bool sendEvents) 1636 protected internal void DelinkObjects(List<uint> primIds, bool sendEvents)
1620 { 1637 {
1621 List<SceneObjectPart> childParts = new List<SceneObjectPart>(); 1638 Monitor.Enter(m_updateLock);
1622 List<SceneObjectPart> rootParts = new List<SceneObjectPart>(); 1639 try
1623 List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
1624 // Look them all up in one go, since that is comparatively expensive
1625 //
1626 foreach (uint primID in primIds)
1627 { 1640 {
1628 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primID); 1641 List<SceneObjectPart> childParts = new List<SceneObjectPart>();
1629 if (part != null) 1642 List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
1643 List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
1644 // Look them all up in one go, since that is comparatively expensive
1645 //
1646 foreach (uint primID in primIds)
1630 { 1647 {
1631 if (part.LinkNum < 2) // Root or single 1648 SceneObjectPart part = m_parentScene.GetSceneObjectPart(primID);
1632 rootParts.Add(part); 1649 if (part != null)
1650 {
1651 if (part.ParentGroup.Children.Count != 1) // Skip single
1652 {
1653 if (part.LinkNum < 2) // Root
1654 rootParts.Add(part);
1655 else
1656 childParts.Add(part);
1657
1658 SceneObjectGroup group = part.ParentGroup;
1659 if (!affectedGroups.Contains(group))
1660 affectedGroups.Add(group);
1661 }
1662 }
1633 else 1663 else
1634 childParts.Add(part); 1664 {
1635 1665 m_log.ErrorFormat("Viewer requested unlink of nonexistent part {0}", primID);
1636 SceneObjectGroup group = part.ParentGroup; 1666 }
1637 if (!affectedGroups.Contains(group))
1638 affectedGroups.Add(group);
1639 } 1667 }
1640 else 1668
1669 foreach (SceneObjectPart child in childParts)
1641 { 1670 {
1642 m_log.ErrorFormat("Viewer requested unlink of nonexistent part {0}", primID); 1671 // Unlink all child parts from their groups
1672 //
1673 child.ParentGroup.DelinkFromGroup(child, sendEvents);
1643 } 1674 }
1644 }
1645
1646 foreach (SceneObjectPart child in childParts)
1647 {
1648 // Unlink all child parts from their groups
1649 //
1650 child.ParentGroup.DelinkFromGroup(child, sendEvents);
1651 }
1652
1653 foreach (SceneObjectPart root in rootParts)
1654 {
1655 // In most cases, this will run only one time, and the prim
1656 // will be a solo prim
1657 // However, editing linked parts and unlinking may be different
1658 //
1659 SceneObjectGroup group = root.ParentGroup;
1660 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Children.Values);
1661 int numChildren = group.Children.Count;
1662 1675
1663 // If there are prims left in a link set, but the root is 1676 foreach (SceneObjectPart root in rootParts)
1664 // slated for unlink, we need to do this
1665 //
1666 if (numChildren != 1)
1667 { 1677 {
1668 // Unlink the remaining set 1678 // In most cases, this will run only one time, and the prim
1679 // will be a solo prim
1680 // However, editing linked parts and unlinking may be different
1669 // 1681 //
1670 bool sendEventsToRemainder = true; 1682 SceneObjectGroup group = root.ParentGroup;
1671 if (numChildren > 1) 1683 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Children.Values);
1672 sendEventsToRemainder = false; 1684 int numChildren = group.Children.Count;
1673
1674 foreach (SceneObjectPart p in newSet)
1675 {
1676 if (p != group.RootPart)
1677 group.DelinkFromGroup(p, sendEventsToRemainder);
1678 }
1679 1685
1680 // If there is more than one prim remaining, we 1686 // If there are prims left in a link set, but the root is
1681 // need to re-link 1687 // slated for unlink, we need to do this
1682 // 1688 //
1683 if (numChildren > 2) 1689 if (numChildren != 1)
1684 { 1690 {
1685 // Remove old root 1691 // Unlink the remaining set
1686 // 1692 //
1687 if (newSet.Contains(root)) 1693 bool sendEventsToRemainder = true;
1688 newSet.Remove(root); 1694 if (numChildren > 1)
1695 sendEventsToRemainder = false;
1689 1696
1690 // Preserve link ordering 1697 foreach (SceneObjectPart p in newSet)
1691 //
1692 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1693 { 1698 {
1694 return a.LinkNum.CompareTo(b.LinkNum); 1699 if (p != group.RootPart)
1695 }); 1700 group.DelinkFromGroup(p, sendEventsToRemainder);
1701 }
1696 1702
1697 // Determine new root 1703 // If there is more than one prim remaining, we
1704 // need to re-link
1698 // 1705 //
1699 SceneObjectPart newRoot = newSet[0]; 1706 if (numChildren > 2)
1700 newSet.RemoveAt(0); 1707 {
1708 // Remove old root
1709 //
1710 if (newSet.Contains(root))
1711 newSet.Remove(root);
1712
1713 // Preserve link ordering
1714 //
1715 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1716 {
1717 return a.LinkNum.CompareTo(b.LinkNum);
1718 });
1701 1719
1702 List<uint> linkIDs = new List<uint>(); 1720 // Determine new root
1721 //
1722 SceneObjectPart newRoot = newSet[0];
1723 newSet.RemoveAt(0);
1703 1724
1704 foreach (SceneObjectPart newChild in newSet) 1725 List<uint> linkIDs = new List<uint>();
1705 { 1726
1706 newChild.UpdateFlag = 0; 1727 foreach (SceneObjectPart newChild in newSet)
1707 linkIDs.Add(newChild.LocalId); 1728 {
1708 } 1729 newChild.UpdateFlag = 0;
1730 linkIDs.Add(newChild.LocalId);
1731 }
1709 1732
1710 LinkObjects(null, newRoot.LocalId, linkIDs); 1733 LinkObjects(null, newRoot.LocalId, linkIDs);
1711 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1734 if (!affectedGroups.Contains(newRoot.ParentGroup))
1712 affectedGroups.Add(newRoot.ParentGroup); 1735 affectedGroups.Add(newRoot.ParentGroup);
1736 }
1713 } 1737 }
1714 } 1738 }
1715 }
1716 1739
1717 // Finally, trigger events in the roots 1740 // Finally, trigger events in the roots
1718 // 1741 //
1719 foreach (SceneObjectGroup g in affectedGroups) 1742 foreach (SceneObjectGroup g in affectedGroups)
1743 {
1744 g.TriggerScriptChangedEvent(Changed.LINK);
1745 g.HasGroupChanged = true; // Persist
1746 g.ScheduleGroupForFullUpdate();
1747 }
1748 }
1749 finally
1720 { 1750 {
1721 g.TriggerScriptChangedEvent(Changed.LINK); 1751 Monitor.Exit(m_updateLock);
1722 g.HasGroupChanged = true; // Persist
1723 g.ScheduleGroupForFullUpdate();
1724 } 1752 }
1725 } 1753 }
1726 1754
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 6badaf5..cb87212 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2114,14 +2114,14 @@ namespace OpenSim.Region.Framework.Scenes
2114 public void LinkToGroup(SceneObjectGroup objectGroup) 2114 public void LinkToGroup(SceneObjectGroup objectGroup)
2115 { 2115 {
2116 // Make sure we have sent any pending unlinks or stuff. 2116 // Make sure we have sent any pending unlinks or stuff.
2117 if (objectGroup.RootPart.UpdateFlag > 0) 2117 //if (objectGroup.RootPart.UpdateFlag > 0)
2118 { 2118 //{
2119 m_log.WarnFormat( 2119 // m_log.WarnFormat(
2120 "[SCENE OBJECT GROUP]: Forcing send of linkset {0}, {1} to {2}, {3} as its still waiting.", 2120 // "[SCENE OBJECT GROUP]: Forcing send of linkset {0}, {1} to {2}, {3} as its still waiting.",
2121 objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2121 // objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
2122 2122
2123 objectGroup.RootPart.SendScheduledUpdates(); 2123 // objectGroup.RootPart.SendScheduledUpdates();
2124 } 2124 //}
2125 2125
2126// m_log.DebugFormat( 2126// m_log.DebugFormat(
2127// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2127// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
@@ -2207,8 +2207,8 @@ namespace OpenSim.Region.Framework.Scenes
2207 // unmoved prims! 2207 // unmoved prims!
2208 ResetChildPrimPhysicsPositions(); 2208 ResetChildPrimPhysicsPositions();
2209 2209
2210 HasGroupChanged = true; 2210 //HasGroupChanged = true;
2211 ScheduleGroupForFullUpdate(); 2211 //ScheduleGroupForFullUpdate();
2212 } 2212 }
2213 2213
2214 /// <summary> 2214 /// <summary>
@@ -2299,8 +2299,8 @@ namespace OpenSim.Region.Framework.Scenes
2299 2299
2300 linkPart.Rezzed = RootPart.Rezzed; 2300 linkPart.Rezzed = RootPart.Rezzed;
2301 2301
2302 HasGroupChanged = true; 2302 //HasGroupChanged = true;
2303 ScheduleGroupForFullUpdate(); 2303 //ScheduleGroupForFullUpdate();
2304 } 2304 }
2305 2305
2306 /// <summary> 2306 /// <summary>