From edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 3 Mar 2010 22:14:06 +0000 Subject: Fix bug where approximately half the time, attachments would rez only their root prim until right clicked (or otherwise updated). The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client. Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates. The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do. --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 35 +++++++++++++++++----- 1 file changed, 28 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index c5a6171..c14b39a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -567,8 +567,10 @@ namespace OpenSim.Region.Framework.Scenes } ApplyPhysics(m_scene.m_physicalPrim); - - ScheduleGroupForFullUpdate(); + + // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled + // for the same object with very different properties. The caller must schedule the update. + //ScheduleGroupForFullUpdate(); } public Vector3 GroupScale() @@ -956,10 +958,11 @@ namespace OpenSim.Region.Framework.Scenes // don't attach attachments to child agents if (avatar.IsChildAgent) return; +// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); + DetachFromBackup(); // Remove from database and parcel prim count - // m_scene.DeleteFromStorage(UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); @@ -985,7 +988,6 @@ namespace OpenSim.Region.Framework.Scenes SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(this); - m_log.Debug("[SOG]: Added attachment " + UUID + " to avatar " + avatar.UUID); if (!silent) { @@ -1002,6 +1004,12 @@ namespace OpenSim.Region.Framework.Scenes ScheduleGroupForFullUpdate(); } } + else + { + m_log.WarnFormat( + "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", + UUID, agentID, Scene.RegionInfo.RegionName); + } } public byte GetAttachmentPoint() @@ -1986,6 +1994,8 @@ namespace OpenSim.Region.Framework.Scenes public void ScheduleFullUpdateToAvatar(ScenePresence presence) { +// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); + RootPart.AddFullUpdateToAvatar(presence); lock (m_parts) @@ -2000,6 +2010,8 @@ namespace OpenSim.Region.Framework.Scenes public void ScheduleTerseUpdateToAvatar(ScenePresence presence) { +// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); + lock (m_parts) { foreach (SceneObjectPart part in m_parts.Values) @@ -2014,6 +2026,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void ScheduleGroupForFullUpdate() { +// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID); + checkAtTargets(); RootPart.ScheduleFullUpdate(); @@ -2032,6 +2046,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void ScheduleGroupForTerseUpdate() { +// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); + lock (m_parts) { foreach (SceneObjectPart part in m_parts.Values) @@ -2045,9 +2061,11 @@ namespace OpenSim.Region.Framework.Scenes /// Immediately send a full update for this scene object. /// public void SendGroupFullUpdate() - { + { if (IsDeleted) return; + +// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); RootPart.SendFullUpdateToAllClients(); @@ -2064,7 +2082,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Immediately send an update for this scene object's root prim only. /// This is for updates regarding the object as a whole, and none of its parts in particular. - /// Note: this may not be cused by opensim (it probably should) but it's used by + /// Note: this may not be used by opensim (it probably should) but it's used by /// external modules. /// public void SendGroupRootTerseUpdate() @@ -2079,6 +2097,7 @@ namespace OpenSim.Region.Framework.Scenes { if (m_scene == null) // Need to check here as it's null during object creation return; + m_scene.SceneGraph.AddToUpdateList(this); } @@ -3557,7 +3576,9 @@ namespace OpenSim.Region.Framework.Scenes HasGroupChanged = true; } - ScheduleGroupForFullUpdate(); + // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled + // for the same object with very different properties. The caller must schedule the update. + //ScheduleGroupForFullUpdate(); } public void TriggerScriptChangedEvent(Changed val) -- cgit v1.1