From 9359293b11dfd0db82ba3ce8110b0014afbde88f Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Thu, 10 Nov 2011 15:20:21 -0800
Subject: Cleaned UpdatePermissions calls on SOP and SOG to eliminate redundant
properties packet sends and so one part is not telling a different part what
to do. That should be up to the SOG to manage permissions on its parts and
notify clients when one of them changes.
---
.../Region/Framework/Scenes/SceneObjectGroup.cs | 7 +++++-
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 27 ++++++++--------------
2 files changed, 15 insertions(+), 19 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3fa6bb0..4355394 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1873,7 +1873,7 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Send metadata about the root prim (name, description, sale price, etc.) to a client.
+ /// Send metadata about the root prim (name, description, sale price, permissions, etc.) to a client.
///
///
public void SendPropertiesToClient(IClientAPI client)
@@ -2481,6 +2481,11 @@ namespace OpenSim.Region.Framework.Scenes
parts[i].UpdatePermissions(AgentID, field, localID, mask, addRemTF);
HasGroupChanged = true;
+
+ // Send the group's properties to all clients once all parts are updated
+ IClientAPI client;
+ if (Scene.TryGetClient(AgentID, out client))
+ SendPropertiesToClient(client);
}
#endregion
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4071159..ad60604 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1338,22 +1338,6 @@ namespace OpenSim.Region.Framework.Scenes
client.SendObjectPropertiesReply(this);
}
- ///
- /// For the scene object group to which this part belongs, send that scene object's root part properties to a client.
- ///
- ///
- private void SendRootPartPropertiesToClient(UUID AgentID)
- {
- m_parentGroup.Scene.ForEachClient(delegate(IClientAPI client)
- {
- // Ugly reference :(
- if (client.AgentId == AgentID)
- {
- m_parentGroup.SendPropertiesToClient(client);
- }
- });
- }
-
// TODO: unused:
// private void handleTimerAccounting(uint localID, double interval)
// {
@@ -4214,6 +4198,15 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// Update permissions on the SOP. Should only be called from SOG.UpdatePermissions because the SOG
+ /// will handle the client notifications once all of its parts are updated.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
bool set = addRemTF == 1;
@@ -4262,8 +4255,6 @@ namespace OpenSim.Region.Framework.Scenes
}
SendFullUpdateToAllClients();
-
- SendRootPartPropertiesToClient(AgentID);
}
}
--
cgit v1.1
From 0daece6f2b8c14f9de02aabfa136135161083bc2 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 10 Nov 2011 23:15:03 +0100
Subject: Fix turn left and turn right properly. Works for both built-ins and
LSL AOs
---
.../Framework/Scenes/Animation/ScenePresenceAnimator.cs | 17 +++++++++++------
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 +++++
2 files changed, 16 insertions(+), 6 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 05cdf61..4cf854e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -180,12 +180,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
- //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
- //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
+ bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
+ bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
+ if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
+ {
+ heldTurnLeft = false;
+ heldTurnRight = false;
+ }
// Direction in which the avatar is trying to move
Vector3 move = Vector3.Zero;
@@ -363,10 +368,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// Not walking
if (move.Z < 0)
return "CROUCH";
-// else if (heldTurnLeft)
-// return "TURNLEFT";
-// else if (heldTurnRight)
-// return "TURNRIGHT";
+ else if (heldTurnLeft)
+ return "TURNLEFT";
+ else if (heldTurnRight)
+ return "TURNRIGHT";
else
return "STAND";
}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e662492..fdf944b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1387,6 +1387,11 @@ namespace OpenSim.Region.Framework.Scenes
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
m_updateCount = UPDATE_COUNT;
+ // Make turning in place work
+ if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
+ (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
+ m_updateCount = UPDATE_COUNT;
+
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{
StandUp();
--
cgit v1.1
From a5838cf0a689facd58bc17f11ed6c312ef541aab Mon Sep 17 00:00:00 2001
From: Melanie
Date: Fri, 11 Nov 2011 00:28:12 +0000
Subject: Prevent linking objects while they are deeded. On unlinking deeded
objects, set LastOwnerID properly so the parts cannot be transferred,
circumventing no trans perms
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 23 +++++++++++++++++++----
1 file changed, 19 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index b2e5dc3..743fd50 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1661,6 +1661,13 @@ namespace OpenSim.Region.Framework.Scenes
///
protected internal void LinkObjects(SceneObjectPart root, List children)
{
+ SceneObjectGroup parentGroup = root.ParentGroup;
+ if (parentGroup == null) return;
+
+ // Cowardly refuse to link to a group owned root
+ if (parentGroup.OwnerID == parentGroup.GroupID)
+ return;
+
Monitor.Enter(m_updateLock);
try
{
@@ -1683,11 +1690,14 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectGroup child in childGroups)
{
- parentGroup.LinkToGroup(child);
+ if (parentGroup.OwnerID == child.OwnerID)
+ {
+ parentGroup.LinkToGroup(child);
- // this is here so physics gets updated!
- // Don't remove! Bad juju! Stay away! or fix physics!
- child.AbsolutePosition = child.AbsolutePosition;
+ // this is here so physics gets updated!
+ // Don't remove! Bad juju! Stay away! or fix physics!
+ child.AbsolutePosition = child.AbsolutePosition;
+ }
}
// We need to explicitly resend the newly link prim's object properties since no other actions
@@ -1725,9 +1735,14 @@ namespace OpenSim.Region.Framework.Scenes
if (part.ParentGroup.PrimCount != 1) // Skip single
{
if (part.LinkNum < 2) // Root
+ {
rootParts.Add(part);
+ }
else
+ {
+ part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
childParts.Add(part);
+ }
SceneObjectGroup group = part.ParentGroup;
if (!affectedGroups.Contains(group))
--
cgit v1.1
From 96c59156a729138d65d6e81ac5cc4b3814a2fe4e Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Thu, 10 Nov 2011 17:21:37 -0800
Subject: In SOP, replaced many references to private members with the public
properties
---
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 476 ++++++++++-----------
1 file changed, 233 insertions(+), 243 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ad60604..4e1383c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -257,7 +257,6 @@ namespace OpenSim.Region.Framework.Scenes
private string m_touchName = String.Empty;
private readonly Stack m_undo = new Stack(5);
private readonly Stack m_redo = new Stack(5);
- private UUID _creatorID;
private bool m_passTouches;
@@ -343,19 +342,14 @@ namespace OpenSim.Region.Framework.Scenes
m_name = "Primitive";
Rezzed = DateTime.UtcNow;
- _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
- _ownerID = ownerID;
- _creatorID = _ownerID;
- _lastOwnerID = UUID.Zero;
+ CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
+ LastOwnerID = CreatorID = OwnerID = ownerID;
UUID = UUID.Random();
Shape = shape;
- // Todo: Add More Object Parameter from above!
- _ownershipCost = 0;
- _objectSaleType = 0;
- _salePrice = 0;
- _category = 0;
- _lastOwnerID = _creatorID;
- // End Todo: ///
+ OwnershipCost = 0;
+ ObjectSaleType = 0;
+ SalePrice = 0;
+ Category = 0;
GroupPosition = groupPosition;
OffsetPosition = offsetPosition;
RotationOffset = rotationOffset;
@@ -400,20 +394,15 @@ namespace OpenSim.Region.Framework.Scenes
private DateTime m_expires;
private DateTime m_rezzed;
private bool m_createSelected = false;
- private string m_creatorData = string.Empty;
+ private UUID _creatorID;
public UUID CreatorID
{
- get
- {
- return _creatorID;
- }
- set
- {
- _creatorID = value;
- }
+ get { return _creatorID; }
+ set { _creatorID = value; }
}
+ private string m_creatorData = string.Empty;
///
/// Data about the creator in the form profile_url;name
///
@@ -432,16 +421,16 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
- if (m_creatorData != null && m_creatorData != string.Empty)
- return _creatorID.ToString() + ';' + m_creatorData;
+ if (CreatorData != null && CreatorData != string.Empty)
+ return CreatorID.ToString() + ';' + CreatorData;
else
- return _creatorID.ToString();
+ return CreatorID.ToString();
}
set
{
if ((value == null) || (value != null && value == string.Empty))
{
- m_creatorData = string.Empty;
+ CreatorData = string.Empty;
return;
}
@@ -449,7 +438,7 @@ namespace OpenSim.Region.Framework.Scenes
{
UUID uuid = UUID.Zero;
UUID.TryParse(value, out uuid);
- _creatorID = uuid;
+ CreatorID = uuid;
}
else // [;[;name]]
{
@@ -459,14 +448,14 @@ namespace OpenSim.Region.Framework.Scenes
{
UUID uuid = UUID.Zero;
UUID.TryParse(parts[0], out uuid);
- _creatorID = uuid;
+ CreatorID = uuid;
}
if (parts.Length >= 2)
- m_creatorData = parts[1];
+ CreatorData = parts[1];
if (parts.Length >= 3)
name = parts[2];
- m_creatorData += ';' + name;
+ CreatorData += ';' + name;
}
}
@@ -684,14 +673,14 @@ namespace OpenSim.Region.Framework.Scenes
{
// If this is a linkset, we don't want the physics engine mucking up our group position here.
PhysicsActor actor = PhysActor;
- if (actor != null && _parentID == 0)
+ if (actor != null && ParentID == 0)
{
m_groupPosition = actor.Position;
}
- if (m_parentGroup.IsAttachment)
+ if (ParentGroup.IsAttachment)
{
- ScenePresence sp = m_parentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
+ ScenePresence sp = ParentGroup.Scene.GetScenePresence(ParentGroup.AttachedAvatar);
if (sp != null)
return sp.AbsolutePosition;
}
@@ -708,7 +697,7 @@ namespace OpenSim.Region.Framework.Scenes
try
{
// Root prim actually goes at Position
- if (_parentID == 0)
+ if (ParentID == 0)
{
actor.Position = value;
}
@@ -720,7 +709,7 @@ namespace OpenSim.Region.Framework.Scenes
}
// Tell the physics engines that this prim changed.
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
catch (Exception e)
{
@@ -729,10 +718,10 @@ namespace OpenSim.Region.Framework.Scenes
}
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
- if (m_sitTargetAvatar != UUID.Zero)
+ if (SitTargetAvatar != UUID.Zero)
{
ScenePresence avatar;
- if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
+ if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
{
avatar.ParentPosition = GetWorldPosition();
}
@@ -751,14 +740,14 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup != null && !ParentGroup.IsDeleted)
{
PhysicsActor actor = PhysActor;
- if (_parentID != 0 && actor != null)
+ if (ParentID != 0 && actor != null)
{
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
// Tell the physics engines that this prim changed.
- if (m_parentGroup.Scene != null)
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
+ if (ParentGroup.Scene != null)
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@@ -770,7 +759,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (IsRoot)
{
- if (m_parentGroup.IsAttachment)
+ if (ParentGroup.IsAttachment)
return AttachedPos;
else
return AbsolutePosition;
@@ -788,7 +777,7 @@ namespace OpenSim.Region.Framework.Scenes
{
// We don't want the physics engine mucking up the rotations in a linkset
PhysicsActor actor = PhysActor;
- if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
+ if (ParentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
{
if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
|| actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
@@ -818,7 +807,7 @@ namespace OpenSim.Region.Framework.Scenes
try
{
// Root prim gets value directly
- if (_parentID == 0)
+ if (ParentID == 0)
{
actor.Orientation = value;
//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
@@ -831,8 +820,8 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
}
- if (m_parentGroup != null)
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
+ if (ParentGroup != null)
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
//}
}
catch (Exception ex)
@@ -877,7 +866,7 @@ namespace OpenSim.Region.Framework.Scenes
if (actor.IsPhysical)
{
actor.Velocity = value;
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@@ -1012,9 +1001,9 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsActor actor = PhysActor;
if (actor != null)
{
- if (m_parentGroup.Scene != null)
+ if (ParentGroup.Scene != null)
{
- if (m_parentGroup.Scene.PhysicsScene != null)
+ if (ParentGroup.Scene.PhysicsScene != null)
{
actor.Size = m_shape.Scale;
@@ -1076,7 +1065,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
- if (m_parentGroup.IsAttachment)
+ if (ParentGroup.IsAttachment)
return GroupPosition;
return m_offsetPosition + m_groupPosition;
@@ -1086,6 +1075,7 @@ namespace OpenSim.Region.Framework.Scenes
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
+ private set { m_parentGroup = value; }
}
public scriptEvents ScriptEvents
@@ -1388,7 +1378,7 @@ namespace OpenSim.Region.Framework.Scenes
///
public void AddFullUpdateToAllAvatars()
{
- m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
+ ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
AddFullUpdateToAvatar(avatar);
});
@@ -1415,7 +1405,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Terse updates
public void AddTerseUpdateToAllAvatars()
{
- m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
+ ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
AddTerseUpdateToAvatar(avatar);
});
@@ -1453,7 +1443,7 @@ namespace OpenSim.Region.Framework.Scenes
if (volume < 0)
volume = 0;
- m_parentGroup.Scene.ForEachRootClient(delegate(IClientAPI client)
+ ParentGroup.Scene.ForEachRootClient(delegate(IClientAPI client)
{
client.SendAttachedSoundGainChange(UUID, (float)volume);
});
@@ -1479,9 +1469,9 @@ namespace OpenSim.Region.Framework.Scenes
impulse = newimpulse;
}
- if (m_parentGroup != null)
+ if (ParentGroup != null)
{
- m_parentGroup.applyImpulse(impulse);
+ ParentGroup.applyImpulse(impulse);
}
}
@@ -1505,7 +1495,7 @@ namespace OpenSim.Region.Framework.Scenes
impulse = newimpulse;
}
- m_parentGroup.applyAngularImpulse(impulse);
+ ParentGroup.applyAngularImpulse(impulse);
}
///
@@ -1528,7 +1518,7 @@ namespace OpenSim.Region.Framework.Scenes
impulse = newimpulse;
}
- m_parentGroup.setAngularImpulse(impulse);
+ ParentGroup.setAngularImpulse(impulse);
}
///
@@ -1560,11 +1550,11 @@ namespace OpenSim.Region.Framework.Scenes
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
// or flexible
- if (!isPhantom && !m_parentGroup.IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
+ if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
try
{
- PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
+ PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
@@ -1631,8 +1621,8 @@ namespace OpenSim.Region.Framework.Scenes
if (!userExposed)
dupe.PhysActor = null;
- dupe._ownerID = AgentID;
- dupe._groupID = GroupID;
+ dupe.OwnerID = AgentID;
+ dupe.GroupID = GroupID;
dupe.GroupPosition = GroupPosition;
dupe.OffsetPosition = OffsetPosition;
dupe.RotationOffset = RotationOffset;
@@ -1641,10 +1631,10 @@ namespace OpenSim.Region.Framework.Scenes
dupe.AngularVelocity = new Vector3(0, 0, 0);
dupe.Flags = Flags;
- dupe._ownershipCost = _ownershipCost;
- dupe._objectSaleType = _objectSaleType;
- dupe._salePrice = _salePrice;
- dupe._category = _category;
+ dupe.OwnershipCost = OwnershipCost;
+ dupe.ObjectSaleType = ObjectSaleType;
+ dupe.SalePrice = SalePrice;
+ dupe.Category = Category;
dupe.m_rezzed = m_rezzed;
dupe.m_inventory = new SceneObjectPartInventory(dupe);
@@ -1663,7 +1653,7 @@ namespace OpenSim.Region.Framework.Scenes
// Move afterwards ResetIDs as it clears the localID
dupe.LocalId = localID;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
- dupe._lastOwnerID = OwnerID;
+ dupe.LastOwnerID = OwnerID;
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
@@ -1750,7 +1740,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- SceneObjectPart trackedBody = m_parentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
+ SceneObjectPart trackedBody = ParentGroup.Scene.GetSceneObjectPart(trackedBodyName); // FIXME: causes a sequential lookup
Quaternion localRotation = Quaternion.Identity;
if (trackedBody != null)
{
@@ -1763,7 +1753,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysicsJoint joint;
- joint = m_parentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
+ joint = ParentGroup.Scene.PhysicsScene.RequestJointCreation(Name, jointType,
AbsolutePosition,
this.RotationOffset,
Description,
@@ -1788,7 +1778,7 @@ namespace OpenSim.Region.Framework.Scenes
else
{
// here we turn off the joint object, so remove the joint from the physics scene
- m_parentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
+ ParentGroup.Scene.PhysicsScene.RequestJointDeletion(Name); // FIXME: what if the name changed?
// make sure client isn't interpolating the joint proxy object
Velocity = Vector3.Zero;
@@ -1830,7 +1820,7 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
{
// destroy all joints connected to this now deactivated body
- m_parentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
+ ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
}
// stop client-side interpolation of all joint proxy objects that have just been deleted
@@ -1864,7 +1854,7 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
- if (_parentID != 0 && _parentID != LocalId)
+ if (ParentID != 0 && ParentID != LocalId)
{
if (ParentGroup.RootPart.PhysActor != null)
{
@@ -1880,7 +1870,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
}
@@ -1903,58 +1893,58 @@ namespace OpenSim.Region.Framework.Scenes
public bool GetDieAtEdge()
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return false;
- return m_parentGroup.RootPart.DIE_AT_EDGE;
+ return ParentGroup.RootPart.DIE_AT_EDGE;
}
public bool GetReturnAtEdge()
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return false;
- return m_parentGroup.RootPart.RETURN_AT_EDGE;
+ return ParentGroup.RootPart.RETURN_AT_EDGE;
}
public void SetReturnAtEdge(bool p)
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return;
- m_parentGroup.RootPart.RETURN_AT_EDGE = p;
+ ParentGroup.RootPart.RETURN_AT_EDGE = p;
}
public bool GetBlockGrab()
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return false;
- return m_parentGroup.RootPart.BlockGrab;
+ return ParentGroup.RootPart.BlockGrab;
}
public void SetBlockGrab(bool p)
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return;
- m_parentGroup.RootPart.BlockGrab = p;
+ ParentGroup.RootPart.BlockGrab = p;
}
public void SetStatusSandbox(bool p)
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return;
- StatusSandboxPos = m_parentGroup.RootPart.AbsolutePosition;
- m_parentGroup.RootPart.StatusSandbox = p;
+ StatusSandboxPos = ParentGroup.RootPart.AbsolutePosition;
+ ParentGroup.RootPart.StatusSandbox = p;
}
public bool GetStatusSandbox()
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return false;
- return m_parentGroup.RootPart.StatusSandbox;
+ return ParentGroup.RootPart.StatusSandbox;
}
public int GetAxisRotation(int axis)
@@ -2064,7 +2054,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (tau > 0)
{
- m_parentGroup.moveToTarget(target, tau);
+ ParentGroup.moveToTarget(target, tau);
}
else
{
@@ -2080,12 +2070,12 @@ namespace OpenSim.Region.Framework.Scenes
/// Number of seconds over which to reach target
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
{
- m_parentGroup.SetHoverHeight(height, hoverType, tau);
+ ParentGroup.SetHoverHeight(height, hoverType, tau);
}
public void StopHover()
{
- m_parentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
+ ParentGroup.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
}
public virtual void OnGrab(Vector3 offsetPos, IClientAPI remoteClient)
@@ -2136,7 +2126,7 @@ namespace OpenSim.Region.Framework.Scenes
m_lastColliders.Remove(localID);
}
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return;
// play the sound.
@@ -2145,7 +2135,7 @@ namespace OpenSim.Region.Framework.Scenes
SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false);
}
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
+ if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_start) != 0)
{
// do event notification
if (startedColliders.Count > 0)
@@ -2156,30 +2146,30 @@ namespace OpenSim.Region.Framework.Scenes
{
if (localId == 0)
continue;
-
- if (m_parentGroup.Scene == null)
+
+ if (ParentGroup.Scene == null)
return;
-
- SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
+
+ SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
string data = "";
if (obj != null)
{
- if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
- || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
+ if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
+ || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this object
if (found)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj._ownerID;
+ detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
- detobj.groupUUID = obj._groupID;
+ detobj.groupUUID = obj.GroupID;
colliding.Add(detobj);
}
//If it is 0, it is to not accept collisions from this object
@@ -2189,33 +2179,33 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
if (!found)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj._ownerID;
+ detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
- detobj.groupUUID = obj._groupID;
+ detobj.groupUUID = obj.GroupID;
colliding.Add(detobj);
}
}
}
else
{
- m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
+ ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
{
if (av.LocalId == localId)
{
- if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
- || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
+ if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
+ || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this avatar
if (found)
{
@@ -2237,7 +2227,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
if (!found)
{
@@ -2262,8 +2252,8 @@ namespace OpenSim.Region.Framework.Scenes
if (colliding.Count > 0)
{
StartCollidingMessage.Colliders = colliding;
-
- if (m_parentGroup.Scene == null)
+
+ if (ParentGroup.Scene == null)
return;
// if (m_parentGroup.PassCollision == true)
@@ -2271,12 +2261,12 @@ namespace OpenSim.Region.Framework.Scenes
// //TODO: Add pass to root prim!
// }
- m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
+ ParentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
}
}
}
-
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
+
+ if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision) != 0)
{
if (m_lastColliders.Count > 0)
{
@@ -2288,29 +2278,29 @@ namespace OpenSim.Region.Framework.Scenes
if (localId == 0)
continue;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
+ SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
string data = "";
if (obj != null)
{
- if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
- || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
+ if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString())
+ || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
//If it is 1, it is to accept ONLY collisions from this object
if (found)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj._ownerID;
+ detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
- detobj.groupUUID = obj._groupID;
+ detobj.groupUUID = obj.GroupID;
colliding.Add(detobj);
}
//If it is 0, it is to not accept collisions from this object
@@ -2320,33 +2310,33 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
//If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
if (!found)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj._ownerID;
+ detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
- detobj.groupUUID = obj._groupID;
+ detobj.groupUUID = obj.GroupID;
colliding.Add(detobj);
}
}
}
else
{
- m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
+ ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
{
if (av.LocalId == localId)
{
- if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
- || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
+ if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
+ || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this avatar
if (found)
{
@@ -2368,7 +2358,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
if (!found)
{
@@ -2393,15 +2383,15 @@ namespace OpenSim.Region.Framework.Scenes
{
CollidingMessage.Colliders = colliding;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- m_parentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
+ ParentGroup.Scene.EventManager.TriggerScriptColliding(LocalId, CollidingMessage);
}
}
}
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
+ if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.collision_end) != 0)
{
if (endedColliders.Count > 0)
{
@@ -2412,28 +2402,28 @@ namespace OpenSim.Region.Framework.Scenes
if (localId == 0)
continue;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- SceneObjectPart obj = m_parentGroup.Scene.GetSceneObjectPart(localId);
+ SceneObjectPart obj = ParentGroup.Scene.GetSceneObjectPart(localId);
string data = "";
if (obj != null)
{
- if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || m_parentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
+ if (ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.UUID.ToString()) || ParentGroup.RootPart.CollisionFilter.ContainsValue(obj.Name))
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
//If it is 1, it is to accept ONLY collisions from this object
if (found)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj._ownerID;
+ detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
- detobj.groupUUID = obj._groupID;
+ detobj.groupUUID = obj.GroupID;
colliding.Add(detobj);
}
//If it is 0, it is to not accept collisions from this object
@@ -2443,33 +2433,33 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1,out data);
//If it is 1, it is to accept ONLY collisions from this object, so this other object will not work
if (!found)
{
DetectedObject detobj = new DetectedObject();
detobj.keyUUID = obj.UUID;
detobj.nameStr = obj.Name;
- detobj.ownerUUID = obj._ownerID;
+ detobj.ownerUUID = obj.OwnerID;
detobj.posVector = obj.AbsolutePosition;
detobj.rotQuat = obj.GetWorldRotation();
detobj.velVector = obj.Velocity;
detobj.colliderType = 0;
- detobj.groupUUID = obj._groupID;
+ detobj.groupUUID = obj.GroupID;
colliding.Add(detobj);
}
}
}
else
{
- m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
+ ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence av)
{
if (av.LocalId == localId)
{
- if (m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
- || m_parentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
+ if (ParentGroup.RootPart.CollisionFilter.ContainsValue(av.UUID.ToString())
+ || ParentGroup.RootPart.CollisionFilter.ContainsValue(av.Name))
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this avatar
if (found)
{
@@ -2491,7 +2481,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
- bool found = m_parentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
+ bool found = ParentGroup.RootPart.CollisionFilter.TryGetValue(1, out data);
//If it is 1, it is to accept ONLY collisions from this avatar, so this other avatar will not work
if (!found)
{
@@ -2517,15 +2507,15 @@ namespace OpenSim.Region.Framework.Scenes
{
EndCollidingMessage.Colliders = colliding;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- m_parentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
+ ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd(LocalId, EndCollidingMessage);
}
}
}
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
+ if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_start) != 0)
{
if (startedColliders.Count > 0)
{
@@ -2540,7 +2530,7 @@ namespace OpenSim.Region.Framework.Scenes
detobj.keyUUID = UUID.Zero;
detobj.nameStr = "";
detobj.ownerUUID = UUID.Zero;
- detobj.posVector = m_parentGroup.RootPart.AbsolutePosition;
+ detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
detobj.rotQuat = Quaternion.Identity;
detobj.velVector = Vector3.Zero;
detobj.colliderType = 0;
@@ -2553,15 +2543,15 @@ namespace OpenSim.Region.Framework.Scenes
{
LandStartCollidingMessage.Colliders = colliding;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(LocalId, LandStartCollidingMessage);
+ ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart(LocalId, LandStartCollidingMessage);
}
}
}
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
+ if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision) != 0)
{
if (m_lastColliders.Count > 0)
{
@@ -2576,7 +2566,7 @@ namespace OpenSim.Region.Framework.Scenes
detobj.keyUUID = UUID.Zero;
detobj.nameStr = "";
detobj.ownerUUID = UUID.Zero;
- detobj.posVector = m_parentGroup.RootPart.AbsolutePosition;
+ detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
detobj.rotQuat = Quaternion.Identity;
detobj.velVector = Vector3.Zero;
detobj.colliderType = 0;
@@ -2589,15 +2579,15 @@ namespace OpenSim.Region.Framework.Scenes
{
LandCollidingMessage.Colliders = colliding;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- m_parentGroup.Scene.EventManager.TriggerScriptLandColliding(LocalId, LandCollidingMessage);
+ ParentGroup.Scene.EventManager.TriggerScriptLandColliding(LocalId, LandCollidingMessage);
}
}
}
- if ((m_parentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
+ if ((ParentGroup.RootPart.ScriptEvents & scriptEvents.land_collision_end) != 0)
{
if (endedColliders.Count > 0)
{
@@ -2612,7 +2602,7 @@ namespace OpenSim.Region.Framework.Scenes
detobj.keyUUID = UUID.Zero;
detobj.nameStr = "";
detobj.ownerUUID = UUID.Zero;
- detobj.posVector = m_parentGroup.RootPart.AbsolutePosition;
+ detobj.posVector = ParentGroup.RootPart.AbsolutePosition;
detobj.rotQuat = Quaternion.Identity;
detobj.velVector = Vector3.Zero;
detobj.colliderType = 0;
@@ -2625,10 +2615,10 @@ namespace OpenSim.Region.Framework.Scenes
{
LandEndCollidingMessage.Colliders = colliding;
- if (m_parentGroup.Scene == null)
+ if (ParentGroup.Scene == null)
return;
- m_parentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(LocalId, LandEndCollidingMessage);
+ ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd(LocalId, LandEndCollidingMessage);
}
}
}
@@ -2640,7 +2630,7 @@ namespace OpenSim.Region.Framework.Scenes
RemFlag(PrimFlags.Physics);
DoPhysicsPropertyUpdate(false, true);
- //m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
+ //ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
public void PhysicsRequestingTerseUpdate()
@@ -2649,15 +2639,15 @@ namespace OpenSim.Region.Framework.Scenes
{
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
- if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
- | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
- | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
- | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
+ if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
+ | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
+ | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
+ | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
{
- m_parentGroup.AbsolutePosition = newpos;
+ ParentGroup.AbsolutePosition = newpos;
return;
}
- //m_parentGroup.RootPart.m_groupPosition = newpos;
+ //ParentGroup.RootPart.m_groupPosition = newpos;
}
ScheduleTerseUpdate();
@@ -2688,7 +2678,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
+ ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
{
if (!(Util.GetDistanceTo(sp.AbsolutePosition, AbsolutePosition) >= 100))
sp.ControllingClient.SendPreLoadSound(objectID, objectID, soundID);
@@ -2773,7 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes
public void rotLookAt(Quaternion target, float strength, float damping)
{
- if (m_parentGroup.IsAttachment)
+ if (ParentGroup.IsAttachment)
{
/*
ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
@@ -2809,10 +2799,10 @@ namespace OpenSim.Region.Framework.Scenes
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Scheduling full update for {0} {1}", Name, LocalId);
- if (m_parentGroup == null)
+ if (ParentGroup == null)
return;
- m_parentGroup.QueueForUpdateCheck();
+ ParentGroup.QueueForUpdateCheck();
int timeNow = Util.UnixTimeSinceEpoch();
@@ -2841,13 +2831,13 @@ namespace OpenSim.Region.Framework.Scenes
///
public void ScheduleTerseUpdate()
{
- if (m_parentGroup == null)
+ if (ParentGroup == null)
return;
if (UpdateFlag == UpdateRequired.NONE)
{
- m_parentGroup.HasGroupChanged = true;
- m_parentGroup.QueueForUpdateCheck();
+ ParentGroup.HasGroupChanged = true;
+ ParentGroup.QueueForUpdateCheck();
TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
UpdateFlag = UpdateRequired.TERSE;
@@ -2860,7 +2850,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ScriptSetPhysicsStatus(bool UsePhysics)
{
- m_parentGroup.ScriptSetPhysicsStatus(UsePhysics);
+ ParentGroup.ScriptSetPhysicsStatus(UsePhysics);
}
///
@@ -2887,7 +2877,7 @@ namespace OpenSim.Region.Framework.Scenes
// Update the physics actor with the new loaded sculpt data and set the taint signal.
PhysActor.Shape = m_shape;
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
}
@@ -2900,7 +2890,7 @@ namespace OpenSim.Region.Framework.Scenes
///
protected internal void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
{
- if (m_parentGroup == null)
+ if (ParentGroup == null)
return;
// m_log.DebugFormat(
@@ -2908,7 +2898,7 @@ namespace OpenSim.Region.Framework.Scenes
if (IsRoot)
{
- if (m_parentGroup.IsAttachment)
+ if (ParentGroup.IsAttachment)
{
SendFullUpdateToClient(remoteClient, AttachedPos, clientFlags);
}
@@ -2928,10 +2918,10 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendFullUpdateToAllClients()
{
- if (m_parentGroup == null)
+ if (ParentGroup == null)
return;
- m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
+ ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
SendFullUpdate(avatar.ControllingClient, avatar.GenerateClientFlags(UUID));
});
@@ -2943,10 +2933,10 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendFullUpdateToAllClientsExcept(UUID agentID)
{
- if (m_parentGroup == null)
+ if (ParentGroup == null)
return;
- m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
+ ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
// Ugly reference :(
if (avatar.UUID != agentID)
@@ -2991,7 +2981,7 @@ namespace OpenSim.Region.Framework.Scenes
clientFlags &= ~(uint) PrimFlags.CreateSelected;
- if (remoteClient.AgentId == _ownerID)
+ if (remoteClient.AgentId == OwnerID)
{
if ((Flags & PrimFlags.CreateSelected) != 0)
{
@@ -3067,13 +3057,13 @@ namespace OpenSim.Region.Framework.Scenes
if (volume < 0)
volume = 0;
- UUID ownerID = _ownerID;
+ UUID ownerID = OwnerID;
UUID objectID = ParentGroup.RootPart.UUID;
UUID parentID = ParentGroup.UUID;
UUID soundID = UUID.Zero;
Vector3 position = AbsolutePosition; // region local
- ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
+ ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
if (!UUID.TryParse(sound, out soundID))
{
@@ -3094,7 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes
if (soundID == UUID.Zero)
return;
- ISoundModule soundModule = m_parentGroup.Scene.RequestModuleInterface();
+ ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface();
if (soundModule != null)
{
if (useMaster)
@@ -3106,7 +3096,7 @@ namespace OpenSim.Region.Framework.Scenes
else
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
ParentGroup.PlaySoundMasterPrim = this;
- ownerID = _ownerID;
+ ownerID = OwnerID;
objectID = ParentGroup.RootPart.UUID;
parentID = ParentGroup.UUID;
position = AbsolutePosition; // region local
@@ -3117,7 +3107,7 @@ namespace OpenSim.Region.Framework.Scenes
soundModule.PlayAttachedSound(soundID, ownerID, objectID, volume, position, flags, radius);
foreach (SceneObjectPart prim in ParentGroup.PlaySoundSlavePrims)
{
- ownerID = prim._ownerID;
+ ownerID = prim.OwnerID;
objectID = prim.ParentGroup.RootPart.UUID;
parentID = prim.ParentGroup.UUID;
position = prim.AbsolutePosition; // region local
@@ -3150,7 +3140,7 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SendTerseUpdateToAllClients()
{
- m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
+ ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
{
SendTerseUpdateToClient(avatar.ControllingClient);
});
@@ -3158,7 +3148,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SetAxisRotation(int axis, int rotate)
{
- m_parentGroup.SetAxisRotation(axis, rotate);
+ ParentGroup.SetAxisRotation(axis, rotate);
//Cannot use ScriptBaseClass constants as no referance to it currently.
if (axis == 2)//STATUS_ROTATE_X
@@ -3181,10 +3171,10 @@ namespace OpenSim.Region.Framework.Scenes
public void SetDieAtEdge(bool p)
{
- if (m_parentGroup.IsDeleted)
+ if (ParentGroup.IsDeleted)
return;
- m_parentGroup.RootPart.DIE_AT_EDGE = p;
+ ParentGroup.RootPart.DIE_AT_EDGE = p;
}
public void SetFloatOnWater(int floatYN)
@@ -3426,7 +3416,7 @@ namespace OpenSim.Region.Framework.Scenes
public void SetGroup(UUID groupID, IClientAPI client)
{
- _groupID = groupID;
+ GroupID = groupID;
if (client != null)
SendPropertiesToClient(client);
UpdateFlag = UpdateRequired.FULL;
@@ -3437,13 +3427,13 @@ namespace OpenSim.Region.Framework.Scenes
///
public void SetParent(SceneObjectGroup parent)
{
- m_parentGroup = parent;
+ ParentGroup = parent;
}
// Use this for attachments! LocalID should be avatar's localid
public void SetParentLocalId(uint localID)
{
- _parentID = localID;
+ ParentID = localID;
}
public void SetPhysicsAxisRotation()
@@ -3451,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
if (PhysActor != null)
{
PhysActor.LockAngularMotion(RotationAxis);
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
}
@@ -3499,9 +3489,9 @@ namespace OpenSim.Region.Framework.Scenes
public void StopLookAt()
{
- m_parentGroup.stopLookAt();
+ ParentGroup.stopLookAt();
- m_parentGroup.ScheduleGroupForTerseUpdate();
+ ParentGroup.ScheduleGroupForTerseUpdate();
}
///
@@ -3521,10 +3511,10 @@ namespace OpenSim.Region.Framework.Scenes
public void StopMoveToTarget()
{
- m_parentGroup.stopMoveToTarget();
+ ParentGroup.stopMoveToTarget();
- m_parentGroup.ScheduleGroupForTerseUpdate();
- //m_parentGroup.ScheduleGroupForFullUpdate();
+ ParentGroup.ScheduleGroupForTerseUpdate();
+ //ParentGroup.ScheduleGroupForFullUpdate();
}
public void StoreUndoState()
@@ -3563,7 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
// Name, LocalId, forGroup, m_undo.Count);
- if (m_parentGroup.GetSceneMaxUndo() > 0)
+ if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, forGroup);
@@ -3619,7 +3609,7 @@ namespace OpenSim.Region.Framework.Scenes
{
UndoState nUndo = null;
- if (m_parentGroup.GetSceneMaxUndo() > 0)
+ if (ParentGroup.GetSceneMaxUndo() > 0)
{
nUndo = new UndoState(this, goback.ForGroup);
}
@@ -3651,7 +3641,7 @@ namespace OpenSim.Region.Framework.Scenes
if (gofwd != null)
{
- if (m_parentGroup.GetSceneMaxUndo() > 0)
+ if (ParentGroup.GetSceneMaxUndo() > 0)
{
UndoState nUndo = new UndoState(this, gofwd.ForGroup);
@@ -4126,17 +4116,17 @@ namespace OpenSim.Region.Framework.Scenes
public void TriggerScriptChangedEvent(Changed val)
{
- if (m_parentGroup != null && m_parentGroup.Scene != null)
- m_parentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
+ if (ParentGroup != null && ParentGroup.Scene != null)
+ ParentGroup.Scene.EventManager.TriggerOnScriptChangedEvent(LocalId, (uint)val);
}
public void TrimPermissions()
{
- _baseMask &= (uint)PermissionMask.All;
- _ownerMask &= (uint)PermissionMask.All;
- _groupMask &= (uint)PermissionMask.All;
- _everyoneMask &= (uint)PermissionMask.All;
- _nextOwnerMask &= (uint)PermissionMask.All;
+ BaseMask &= (uint)PermissionMask.All;
+ OwnerMask &= (uint)PermissionMask.All;
+ GroupMask &= (uint)PermissionMask.All;
+ EveryoneMask &= (uint)PermissionMask.All;
+ NextOwnerMask &= (uint)PermissionMask.All;
}
public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
@@ -4147,7 +4137,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_shape.SculptEntry && m_shape.SculptTexture != UUID.Zero)
{
- m_parentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
+ ParentGroup.Scene.AssetService.Get(m_shape.SculptTexture.ToString(), this, AssetReceived);
}
}
@@ -4210,46 +4200,46 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdatePermissions(UUID AgentID, byte field, uint localID, uint mask, byte addRemTF)
{
bool set = addRemTF == 1;
- bool god = m_parentGroup.Scene.Permissions.IsGod(AgentID);
+ bool god = ParentGroup.Scene.Permissions.IsGod(AgentID);
- uint baseMask = _baseMask;
+ uint baseMask = BaseMask;
if (god)
baseMask = 0x7ffffff0;
// Are we the owner?
- if ((AgentID == _ownerID) || god)
+ if ((AgentID == OwnerID) || god)
{
switch (field)
{
case 1:
if (god)
{
- _baseMask = ApplyMask(_baseMask, set, mask);
+ BaseMask = ApplyMask(BaseMask, set, mask);
Inventory.ApplyGodPermissions(_baseMask);
}
break;
case 2:
- _ownerMask = ApplyMask(_ownerMask, set, mask) &
+ OwnerMask = ApplyMask(OwnerMask, set, mask) &
baseMask;
break;
case 4:
- _groupMask = ApplyMask(_groupMask, set, mask) &
+ GroupMask = ApplyMask(GroupMask, set, mask) &
baseMask;
break;
case 8:
- _everyoneMask = ApplyMask(_everyoneMask, set, mask) &
+ EveryoneMask = ApplyMask(EveryoneMask, set, mask) &
baseMask;
break;
case 16:
- _nextOwnerMask = ApplyMask(_nextOwnerMask, set, mask) &
+ NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
baseMask;
// Prevent the client from creating no mod, no copy
// objects
- if ((_nextOwnerMask & (uint)PermissionMask.Copy) == 0)
- _nextOwnerMask |= (uint)PermissionMask.Transfer;
+ if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
+ NextOwnerMask |= (uint)PermissionMask.Transfer;
- _nextOwnerMask |= (uint)PermissionMask.Move;
+ NextOwnerMask |= (uint)PermissionMask.Move;
break;
}
@@ -4263,7 +4253,7 @@ namespace OpenSim.Region.Framework.Scenes
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
- if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
+ if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string hingeString = "hingejoint";
return (Name.Length >= hingeString.Length && Name.Substring(0, hingeString.Length) == hingeString);
@@ -4279,7 +4269,7 @@ namespace OpenSim.Region.Framework.Scenes
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
- if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
+ if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
string ballString = "balljoint";
return (Name.Length >= ballString.Length && Name.Substring(0, ballString.Length) == ballString);
@@ -4295,7 +4285,7 @@ namespace OpenSim.Region.Framework.Scenes
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
- if (m_parentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
+ if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
return IsHingeJoint() || IsBallJoint();
}
@@ -4361,11 +4351,11 @@ namespace OpenSim.Region.Framework.Scenes
{
DoPhysicsPropertyUpdate(UsePhysics, false);
- if (!m_parentGroup.IsDeleted)
+ if (!ParentGroup.IsDeleted)
{
- if (LocalId == m_parentGroup.RootPart.LocalId)
+ if (LocalId == ParentGroup.RootPart.LocalId)
{
- m_parentGroup.CheckSculptAndLoad();
+ ParentGroup.CheckSculptAndLoad();
}
}
}
@@ -4398,7 +4388,7 @@ namespace OpenSim.Region.Framework.Scenes
if (PhysActor == null)
{
// It's not phantom anymore. So make sure the physics engine get's knowledge of it
- PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
+ PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
@@ -4410,11 +4400,11 @@ namespace OpenSim.Region.Framework.Scenes
PhysActor.SetMaterial(Material);
DoPhysicsPropertyUpdate(UsePhysics, true);
- if (!m_parentGroup.IsDeleted)
+ if (!ParentGroup.IsDeleted)
{
- if (LocalId == m_parentGroup.RootPart.LocalId)
+ if (LocalId == ParentGroup.RootPart.LocalId)
{
- m_parentGroup.CheckSculptAndLoad();
+ ParentGroup.CheckSculptAndLoad();
}
}
@@ -4436,11 +4426,11 @@ namespace OpenSim.Region.Framework.Scenes
{
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
- if (!m_parentGroup.IsDeleted)
+ if (!ParentGroup.IsDeleted)
{
- if (LocalId == m_parentGroup.RootPart.LocalId)
+ if (LocalId == ParentGroup.RootPart.LocalId)
{
- m_parentGroup.CheckSculptAndLoad();
+ ParentGroup.CheckSculptAndLoad();
}
}
}
@@ -4552,7 +4542,7 @@ namespace OpenSim.Region.Framework.Scenes
if (PhysActor != null)
{
PhysActor.Shape = m_shape;
- m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
+ ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}
// This is what makes vehicle trailers work
@@ -4713,18 +4703,18 @@ namespace OpenSim.Region.Framework.Scenes
//if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
//{
- // m_parentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
+ // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
//}
//else
//{
- // m_parentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
+ // ParentGroup.Scene.EventManager.OnScriptTimerEvent -= handleTimerAccounting;
//}
LocalFlags = (PrimFlags)objectflagupdate;
- if (m_parentGroup != null && m_parentGroup.RootPart == this)
+ if (ParentGroup != null && ParentGroup.RootPart == this)
{
- m_parentGroup.aggregateScriptEvents();
+ ParentGroup.aggregateScriptEvents();
}
else
{
@@ -4792,14 +4782,14 @@ namespace OpenSim.Region.Framework.Scenes
public void AddScriptLPS(int count)
{
- m_parentGroup.AddScriptLPS(count);
+ ParentGroup.AddScriptLPS(count);
}
public void ApplyNextOwnerPermissions()
{
- _baseMask &= _nextOwnerMask;
- _ownerMask &= _nextOwnerMask;
- _everyoneMask &= _nextOwnerMask;
+ BaseMask &= NextOwnerMask;
+ OwnerMask &= NextOwnerMask;
+ EveryoneMask &= NextOwnerMask;
Inventory.ApplyNextOwnerPermissions();
}
--
cgit v1.1
From 10e664eedc17b247e7c25407f202b0cd606c411f Mon Sep 17 00:00:00 2001
From: Dan Lake
Date: Thu, 10 Nov 2011 17:37:33 -0800
Subject: Fix compile error from an earlier commit
---
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 --
1 file changed, 2 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 743fd50..af95c28 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1671,8 +1671,6 @@ namespace OpenSim.Region.Framework.Scenes
Monitor.Enter(m_updateLock);
try
{
- SceneObjectGroup parentGroup = root.ParentGroup;
-
List childGroups = new List();
// We do this in reverse to get the link order of the prims correct
--
cgit v1.1