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authorMelanie Thielker2008-07-19 04:05:34 +0000
committerMelanie Thielker2008-07-19 04:05:34 +0000
commitbcf74416a1677584c069e4e0b9acf9015d8c5b6c (patch)
tree8c0b967fafbc21e93974760c0b32a0dd2119b930 /OpenSim/Region/Environment/Scenes/InnerScene.cs
parentIntroduce a separate connection string for estates, which defaults to the one gi (diff)
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Fix prim link numbers (Mantis #1781)
Implements additional unlink modes (unlink root prim from link set, some multi-set operations). Linking (single and mutiple) fully implemented. Consistent numbering of links while in world. Link/delink with predictable link numbering. Correct link numbers in LSL. Not all multi-set ops implemented. Link numbers still change when taken and re-rezzed.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs81
1 files changed, 78 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 7e8259f..57d3e5c 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -1372,7 +1372,16 @@ namespace OpenSim.Region.Environment.Scenes
1372 1372
1373 // We need to explicitly resend the newly link prim's object properties since no other actions 1373 // We need to explicitly resend the newly link prim's object properties since no other actions
1374 // occur on link to invoke this elsewhere (such as object selection) 1374 // occur on link to invoke this elsewhere (such as object selection)
1375 parenPrim.GetProperties(client); 1375 parenPrim.TriggerScriptChangedEvent(Changed.LINK);
1376 if(client != null)
1377 parenPrim.GetProperties(client);
1378 else
1379 {
1380 foreach (ScenePresence p in ScenePresences.Values)
1381 {
1382 parenPrim.GetProperties(p.ControllingClient);
1383 }
1384 }
1376 } 1385 }
1377 1386
1378 /// <summary> 1387 /// <summary>
@@ -1381,6 +1390,11 @@ namespace OpenSim.Region.Environment.Scenes
1381 /// <param name="prims"></param> 1390 /// <param name="prims"></param>
1382 protected internal void DelinkObjects(List<uint> primIds) 1391 protected internal void DelinkObjects(List<uint> primIds)
1383 { 1392 {
1393 DelinkObjects(primIds, true);
1394 }
1395
1396 protected internal void DelinkObjects(List<uint> primIds, bool sendEvents)
1397 {
1384 SceneObjectGroup parenPrim = null; 1398 SceneObjectGroup parenPrim = null;
1385 1399
1386 // Need a list of the SceneObjectGroup local ids 1400 // Need a list of the SceneObjectGroup local ids
@@ -1407,7 +1421,6 @@ namespace OpenSim.Region.Environment.Scenes
1407 1421
1408 if (sceneObjects.ContainsKey(primIds[i])) 1422 if (sceneObjects.ContainsKey(primIds[i]))
1409 { 1423 {
1410
1411 parenPrim = sceneObjects[primIds[i]]; 1424 parenPrim = sceneObjects[primIds[i]];
1412 primIds.RemoveAt(i); 1425 primIds.RemoveAt(i);
1413 break; 1426 break;
@@ -1418,11 +1431,64 @@ namespace OpenSim.Region.Environment.Scenes
1418 { 1431 {
1419 foreach (uint childPrimId in primIds) 1432 foreach (uint childPrimId in primIds)
1420 { 1433 {
1421 parenPrim.DelinkFromGroup(childPrimId); 1434 parenPrim.DelinkFromGroup(childPrimId, sendEvents);
1435 }
1436
1437 if(parenPrim.Children.Count == 1)
1438 {
1439 // The link set has been completely torn down
1440 // This is the case if you select a link set and delink
1441 //
1442 parenPrim.RootPart.LinkNum = 1;
1443 if(sendEvents)
1444 parenPrim.TriggerScriptChangedEvent(Changed.LINK);
1445 }
1446 else
1447 {
1448 // The link set has prims remaining. This path is taken
1449 // when a subset of a link set's prims are selected
1450 // and the root prim is part of that selection
1451 //
1452 List<SceneObjectPart> parts = new List<SceneObjectPart>(parenPrim.Children.Values);
1453
1454 List<uint> unlink_ids = new List<uint>();
1455 foreach (SceneObjectPart unlink_part in parts)
1456 unlink_ids.Add(unlink_part.LocalId);
1457
1458 // Tear down the remaining link set
1459 //
1460 if(unlink_ids.Count == 2)
1461 {
1462 DelinkObjects(unlink_ids, true);
1463 return;
1464 }
1465
1466 DelinkObjects(unlink_ids, false);
1467
1468 // Send event to root prim, then we're done with it
1469 parenPrim.TriggerScriptChangedEvent(Changed.LINK);
1470
1471 unlink_ids.Remove(parenPrim.RootPart.LocalId);
1472
1473 foreach (uint localId in unlink_ids)
1474 {
1475 SceneObjectPart nr = GetSceneObjectPart(localId);
1476 nr.UpdateFlag = 0;
1477 }
1478
1479 uint newRoot = unlink_ids[0];
1480 unlink_ids.Remove(newRoot);
1481
1482 LinkObjects(null, newRoot, unlink_ids);
1422 } 1483 }
1423 } 1484 }
1424 else 1485 else
1425 { 1486 {
1487 // The selected prims were all child prims. Edit linked parts
1488 // without the root prim selected will get us here
1489 //
1490 List<SceneObjectGroup> parents = new List<SceneObjectGroup>();
1491
1426 // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow 1492 // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
1427 // We know that this is not the root prim now essentially, so we don't have to worry about remapping 1493 // We know that this is not the root prim now essentially, so we don't have to worry about remapping
1428 // which one is the root prim 1494 // which one is the root prim
@@ -1436,6 +1502,8 @@ namespace OpenSim.Region.Environment.Scenes
1436 { 1502 {
1437 grp.DelinkFromGroup(primIds[i]); 1503 grp.DelinkFromGroup(primIds[i]);
1438 delinkedSomething = true; 1504 delinkedSomething = true;
1505 if(!parents.Contains(grp))
1506 parents.Add(grp);
1439 } 1507 }
1440 1508
1441 } 1509 }
@@ -1446,6 +1514,13 @@ namespace OpenSim.Region.Environment.Scenes
1446 "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", 1514 "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!",
1447 primIds); 1515 primIds);
1448 } 1516 }
1517 else
1518 {
1519 foreach (SceneObjectGroup g in parents)
1520 {
1521 g.TriggerScriptChangedEvent(Changed.LINK);
1522 }
1523 }
1449 } 1524 }
1450 } 1525 }
1451 1526