From d69e992665495b98fac4ae8c74266294e85804e6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 24 Aug 2010 23:25:19 +0100
Subject: Split out actual scene object insertion code from
Scene.Inventory.RezObject and move into SceneGraph.AddNewSceneObject()
The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages.
This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module
This code does not touch direct rez by a user
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 36 +++++++++++++++++++++++++++
1 file changed, 36 insertions(+)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9f38a99..31faeec 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -292,6 +292,42 @@ namespace OpenSim.Region.Framework.Scenes
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
+
+ ///
+ /// Add a newly created object to the scene.
+ ///
+ ///
+ /// This method does not send updates to the client - callers need to handle this themselves.
+ ///
+ ///
+ /// Position of the object
+ /// Rotation of the object
+ /// Velocity of the object. This parameter only has an effect if the object is physical
+ ///
+ public bool AddNewSceneObject(
+ SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
+ {
+ AddNewSceneObject(sceneObject, true, false);
+
+ // we set it's position in world.
+ sceneObject.AbsolutePosition = pos;
+
+ if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
+ {
+ sceneObject.ClearPartAttachmentData();
+ }
+
+ sceneObject.UpdateGroupRotationR(rot);
+
+ //group.ApplyPhysics(m_physicalPrim);
+ if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
+ {
+ sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
+ sceneObject.Velocity = vel;
+ }
+
+ return true;
+ }
///
/// Add an object to the scene. This will both update the scene, and send information about the
--
cgit v1.1
From dc1baf802545329fc78d5fa36174e27025629527 Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Wed, 25 Aug 2010 23:11:00 +0200
Subject: Change object cleanup again. Make scene object directories more
robust and prevent deleted SOP's from sticking around
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 46 +++++++++++++++++----------
1 file changed, 29 insertions(+), 17 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 94ec534..1268259 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Scenes
protected internal Dictionary SceneObjectGroupsByLocalID = new Dictionary();
protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary();
- private readonly Object m_dictionary_lock = new Object();
private Object m_updateLock = new Object();
@@ -150,11 +149,10 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.ExitWriteLock();
}
- lock (m_dictionary_lock)
- {
+ lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID.Clear();
+ lock (SceneObjectGroupsByLocalID)
SceneObjectGroupsByLocalID.Clear();
- }
Entities.Clear();
}
@@ -385,15 +383,17 @@ namespace OpenSim.Region.Framework.Scenes
OnObjectCreate(sceneObject);
}
- lock (m_dictionary_lock)
+ lock (SceneObjectGroupsByFullID)
{
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
- SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
+ }
+ lock (SceneObjectGroupsByLocalID)
+ {
+ SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
+ foreach (SceneObjectPart part in sceneObject.Children.Values)
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
- }
}
}
@@ -408,24 +408,32 @@ namespace OpenSim.Region.Framework.Scenes
{
if (Entities.ContainsKey(uuid))
{
+ SceneObjectGroup grp = (SceneObjectGroup)Entities[uuid];
+
if (!resultOfObjectLinked)
{
m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
- if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
- {
- RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count);
- }
+ if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
+ RemovePhysicalPrim(grp.Children.Count);
}
if (OnObjectRemove != null)
OnObjectRemove(Entities[uuid]);
- lock (m_dictionary_lock)
+ lock (SceneObjectGroupsByFullID)
{
- SceneObjectGroupsByFullID.Remove(uuid);
- SceneObjectGroupsByLocalID.Remove(((SceneObjectGroup)Entities[uuid]).LocalId);
+ foreach (SceneObjectPart part in grp.Children.Values)
+ SceneObjectGroupsByFullID.Remove(part.UUID);
+ SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID);
}
+ lock (SceneObjectGroupsByLocalID)
+ {
+ foreach (SceneObjectPart part in grp.Children.Values)
+ SceneObjectGroupsByLocalID.Remove(part.LocalId);
+ SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId);
+ }
+
Entities.Remove(uuid);
//SceneObjectGroup part;
//((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
@@ -884,7 +892,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
{
- return sog;
+ if (sog.HasChildPrim(localID))
+ return sog;
+ SceneObjectGroupsByLocalID.Remove(localID);
}
}
@@ -920,7 +930,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
{
- return sog;
+ if (sog.Children.ContainsKey(fullID))
+ return sog;
+ SceneObjectGroupsByFullID.Remove(fullID);
}
}
--
cgit v1.1
From 604423d52bb66b1cc08adac557450addc7ebc94b Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Wed, 25 Aug 2010 23:11:00 +0200
Subject: Make scene object directories more robust and prevent deleted SOP's
from sticking around
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 46 +++++++++++++++++----------
1 file changed, 29 insertions(+), 17 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 31faeec..58a7661 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -95,7 +95,6 @@ namespace OpenSim.Region.Framework.Scenes
protected internal Dictionary SceneObjectGroupsByLocalID = new Dictionary();
protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary();
- private readonly Object m_dictionary_lock = new Object();
private Object m_updateLock = new Object();
@@ -136,11 +135,10 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresenceArray = newlist;
}
- lock (m_dictionary_lock)
- {
+ lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID.Clear();
+ lock (SceneObjectGroupsByLocalID)
SceneObjectGroupsByLocalID.Clear();
- }
Entities.Clear();
}
@@ -395,15 +393,17 @@ namespace OpenSim.Region.Framework.Scenes
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
- lock (m_dictionary_lock)
+ lock (SceneObjectGroupsByFullID)
{
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
- SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
- {
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
+ }
+ lock (SceneObjectGroupsByLocalID)
+ {
+ SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
+ foreach (SceneObjectPart part in sceneObject.Children.Values)
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
- }
}
}
@@ -418,24 +418,32 @@ namespace OpenSim.Region.Framework.Scenes
{
if (Entities.ContainsKey(uuid))
{
+ SceneObjectGroup grp = (SceneObjectGroup)Entities[uuid];
+
if (!resultOfObjectLinked)
{
m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
- if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
- {
- RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count);
- }
+ if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
+ RemovePhysicalPrim(grp.Children.Count);
}
if (OnObjectRemove != null)
OnObjectRemove(Entities[uuid]);
- lock (m_dictionary_lock)
+ lock (SceneObjectGroupsByFullID)
{
- SceneObjectGroupsByFullID.Remove(uuid);
- SceneObjectGroupsByLocalID.Remove(((SceneObjectGroup)Entities[uuid]).LocalId);
+ foreach (SceneObjectPart part in grp.Children.Values)
+ SceneObjectGroupsByFullID.Remove(part.UUID);
+ SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID);
}
+ lock (SceneObjectGroupsByLocalID)
+ {
+ foreach (SceneObjectPart part in grp.Children.Values)
+ SceneObjectGroupsByLocalID.Remove(part.LocalId);
+ SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId);
+ }
+
Entities.Remove(uuid);
//SceneObjectGroup part;
//((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
@@ -860,7 +868,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
{
- return sog;
+ if (sog.HasChildPrim(localID))
+ return sog;
+ SceneObjectGroupsByLocalID.Remove(localID);
}
}
@@ -896,7 +906,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
{
- return sog;
+ if (sog.Children.ContainsKey(fullID))
+ return sog;
+ SceneObjectGroupsByFullID.Remove(fullID);
}
}
--
cgit v1.1
From 47818a2db303eefaf59f7c98d03112bfb1371379 Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Thu, 26 Aug 2010 01:06:50 +0200
Subject: Fix a horrible bug in SG, where iteration of scene objects is carried
out in a fashion that causes the delegate to be invoked once per child prim
for a given group.
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9c5ee60..1d952c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1140,9 +1140,11 @@ namespace OpenSim.Region.Framework.Scenes
///
protected internal void ForEachSOG(Action action)
{
- List objlist = new List(SceneObjectGroupsByFullID.Values);
- foreach (SceneObjectGroup obj in objlist)
+ List objlist = Entities.GetAllByType();
+ foreach (EntityBase ent in objlist)
{
+ SceneObjectGroup obj = (SceneObjectGroup)ent;
+
try
{
action(obj);
--
cgit v1.1
From 8031f8ec09df4f654c86a9c7bc498664f7b9d9dc Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 26 Aug 2010 00:08:53 +0100
Subject: Improve consistency of locking for SOG.m_parts in order to avoid race
conditions in linking and unlinking
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 111 +++++++++++++++-----------
1 file changed, 66 insertions(+), 45 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 31faeec..2b24706 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -364,45 +364,48 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE GRAPH]: Adding object {0} {1} to region {2}",
// sceneObject.Name, sceneObject.UUID, m_parentScene.RegionInfo.RegionName);
- if (m_parentScene.m_clampPrimSize)
+ lock (sceneObject.Children)
{
- foreach (SceneObjectPart part in sceneObject.Children.Values)
+ if (m_parentScene.m_clampPrimSize)
{
- Vector3 scale = part.Shape.Scale;
-
- if (scale.X > m_parentScene.m_maxNonphys)
- scale.X = m_parentScene.m_maxNonphys;
- if (scale.Y > m_parentScene.m_maxNonphys)
- scale.Y = m_parentScene.m_maxNonphys;
- if (scale.Z > m_parentScene.m_maxNonphys)
- scale.Z = m_parentScene.m_maxNonphys;
-
- part.Shape.Scale = scale;
+ foreach (SceneObjectPart part in sceneObject.Children.Values)
+ {
+ Vector3 scale = part.Shape.Scale;
+
+ if (scale.X > m_parentScene.m_maxNonphys)
+ scale.X = m_parentScene.m_maxNonphys;
+ if (scale.Y > m_parentScene.m_maxNonphys)
+ scale.Y = m_parentScene.m_maxNonphys;
+ if (scale.Z > m_parentScene.m_maxNonphys)
+ scale.Z = m_parentScene.m_maxNonphys;
+
+ part.Shape.Scale = scale;
+ }
}
- }
+
+ sceneObject.AttachToScene(m_parentScene);
+
+ if (sendClientUpdates)
+ sceneObject.ScheduleGroupForFullUpdate();
+
+ Entities.Add(sceneObject);
+ m_numPrim += sceneObject.Children.Count;
- sceneObject.AttachToScene(m_parentScene);
+ if (attachToBackup)
+ sceneObject.AttachToBackup();
- if (sendClientUpdates)
- sceneObject.ScheduleGroupForFullUpdate();
-
- Entities.Add(sceneObject);
- m_numPrim += sceneObject.Children.Count;
-
- if (attachToBackup)
- sceneObject.AttachToBackup();
-
- if (OnObjectCreate != null)
- OnObjectCreate(sceneObject);
-
- lock (m_dictionary_lock)
- {
- SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
- SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
- foreach (SceneObjectPart part in sceneObject.Children.Values)
+ if (OnObjectCreate != null)
+ OnObjectCreate(sceneObject);
+
+ lock (m_dictionary_lock)
{
- SceneObjectGroupsByFullID[part.UUID] = sceneObject;
- SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
+ SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
+ SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
+ foreach (SceneObjectPart part in sceneObject.Children.Values)
+ {
+ SceneObjectGroupsByFullID[part.UUID] = sceneObject;
+ SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
+ }
}
}
}
@@ -420,11 +423,16 @@ namespace OpenSim.Region.Framework.Scenes
{
if (!resultOfObjectLinked)
{
- m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
-
- if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
+ SceneObjectGroup sog = Entities[uuid] as SceneObjectGroup;
+
+ lock (sog.Children)
{
- RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count);
+ m_numPrim -= sog.PrimCount;
+
+ if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
+ {
+ RemovePhysicalPrim(sog.PrimCount);
+ }
}
}
@@ -1603,7 +1611,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (part != null)
{
- if (part.ParentGroup.Children.Count != 1) // Skip single
+ if (part.ParentGroup.PrimCount != 1) // Skip single
{
if (part.LinkNum < 2) // Root
rootParts.Add(part);
@@ -1631,8 +1639,15 @@ namespace OpenSim.Region.Framework.Scenes
// However, editing linked parts and unlinking may be different
//
SceneObjectGroup group = root.ParentGroup;
- List newSet = new List(group.Children.Values);
- int numChildren = group.Children.Count;
+
+ List newSet = null;
+ int numChildren = -1;
+
+ lock (group.Children)
+ {
+ newSet = new List(group.Children.Values);
+ numChildren = group.PrimCount;
+ }
// If there are prims left in a link set, but the root is
// slated for unlink, we need to do this
@@ -1711,12 +1726,17 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ent is SceneObjectGroup)
{
- foreach (KeyValuePair subent in ((SceneObjectGroup)ent).Children)
+ SceneObjectGroup sog = ent as SceneObjectGroup;
+
+ lock (sog.Children)
{
- if (subent.Value.LocalId == localID)
+ foreach (KeyValuePair subent in sog.Children)
{
- objid = subent.Key;
- obj = subent.Value;
+ if (subent.Value.LocalId == localID)
+ {
+ objid = subent.Key;
+ obj = subent.Value;
+ }
}
}
}
@@ -1781,7 +1801,8 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup original = GetGroupByPrim(originalPrimID);
if (original != null)
{
- if (m_parentScene.Permissions.CanDuplicateObject(original.Children.Count, original.UUID, AgentID, original.AbsolutePosition))
+ if (m_parentScene.Permissions.CanDuplicateObject(
+ original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
{
SceneObjectGroup copy = original.Copy(true);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
--
cgit v1.1
From df702417dc6aba6422b3f252023ea551620f8ee2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 26 Aug 2010 16:27:41 +0100
Subject: Remove mono compiler warnings
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 --
1 file changed, 2 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1da4287..5b4ec3b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1700,8 +1700,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart newRoot = newSet[0];
newSet.RemoveAt(0);
- List linkIDs = new List();
-
foreach (SceneObjectPart newChild in newSet)
newChild.UpdateFlag = 0;
--
cgit v1.1
From f3f4428700f2c63901e6f068957f879143ba0bd5 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 26 Aug 2010 21:50:19 +0100
Subject: refactor: break out attachment position change code in
Scene.UpdatePrimPosition() and move into AttachmentsModule
This allows region modules to change attachment positions.
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 37 ++++++++++-----------------
1 file changed, 13 insertions(+), 24 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 5b4ec3b..9db2691 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1289,37 +1289,21 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- protected internal void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
+ public void UpdatePrimPosition(uint localID, Vector3 pos, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
+
if (group != null)
- {
-
- // Vector3 oldPos = group.AbsolutePosition;
+ {
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
{
-
- // If this is an attachment, then we need to save the modified
- // object back into the avatar's inventory. First we save the
- // attachment point information, then we update the relative
- // positioning (which caused this method to get driven in the
- // first place. Then we have to mark the object as NOT an
- // attachment. This is necessary in order to correctly save
- // and retrieve GroupPosition information for the attachment.
- // Then we save the asset back into the appropriate inventory
- // entry. Finally, we restore the object's attachment status.
-
- byte attachmentPoint = group.GetAttachmentPoint();
- group.UpdateGroupPosition(pos);
- group.RootPart.IsAttachment = false;
- group.AbsolutePosition = group.RootPart.AttachedPos;
- m_parentScene.UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
- group.SetAttachmentPoint(attachmentPoint);
-
+ if (m_parentScene.AttachmentsModule != null)
+ m_parentScene.AttachmentsModule.UpdateAttachmentPosition(remoteClient, group, pos);
}
else
{
- if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId) && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
+ if (m_parentScene.Permissions.CanMoveObject(group.UUID, remoteClient.AgentId)
+ && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
{
group.UpdateGroupPosition(pos);
}
@@ -1328,14 +1312,19 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- ///
+ /// Update the texture entry of the given prim.
///
+ ///
+ /// A texture entry is an object that contains details of all the textures of the prim's face. In this case,
+ /// the texture is given in its byte serialized form.
+ ///
///
///
///
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
+
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
--
cgit v1.1
From 1c0b4457cdcd543f04bc818a987f6e3f2311098d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 28 Aug 2010 00:40:33 +0100
Subject: Improve liveness by operating on list copies of SOG.Children where
appropriate
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 51 ++++++++++++++-------------
1 file changed, 26 insertions(+), 25 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9db2691..2c242c9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -380,34 +380,35 @@ namespace OpenSim.Region.Framework.Scenes
part.Shape.Scale = scale;
}
}
+
+ m_numPrim += sceneObject.Children.Count;
+ }
- sceneObject.AttachToScene(m_parentScene);
+ sceneObject.AttachToScene(m_parentScene);
- if (sendClientUpdates)
- sceneObject.ScheduleGroupForFullUpdate();
-
- Entities.Add(sceneObject);
- m_numPrim += sceneObject.Children.Count;
-
- if (attachToBackup)
- sceneObject.AttachToBackup();
-
- if (OnObjectCreate != null)
- OnObjectCreate(sceneObject);
+ if (sendClientUpdates)
+ sceneObject.ScheduleGroupForFullUpdate();
+
+ Entities.Add(sceneObject);
+
+ if (attachToBackup)
+ sceneObject.AttachToBackup();
+
+ if (OnObjectCreate != null)
+ OnObjectCreate(sceneObject);
+
+ lock (SceneObjectGroupsByFullID)
+ {
+ SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
+ foreach (SceneObjectPart part in sceneObject.Children.Values)
+ SceneObjectGroupsByFullID[part.UUID] = sceneObject;
+ }
- lock (SceneObjectGroupsByFullID)
- {
- SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- SceneObjectGroupsByFullID[part.UUID] = sceneObject;
- }
-
- lock (SceneObjectGroupsByLocalID)
- {
- SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
- foreach (SceneObjectPart part in sceneObject.Children.Values)
- SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
- }
+ lock (SceneObjectGroupsByLocalID)
+ {
+ SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
+ foreach (SceneObjectPart part in sceneObject.Children.Values)
+ SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
}
--
cgit v1.1