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authorJustin Clarke Casey2008-06-17 20:36:21 +0000
committerJustin Clarke Casey2008-06-17 20:36:21 +0000
commit16d0a895cb817f96a55091fadbbd4cfb2d909204 (patch)
tree30c2c790f64284dbce988554b0bb0c1ae3417307 /OpenSim/Region/Environment/Scenes/Scene.cs
parent* refactor: Remove largely duplicate code from SceneXmlLoader.CreatePrimFromX... (diff)
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* Refactor: Move the responsibility for applying physics and sending the initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs11
1 files changed, 6 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index b39e08d..7adfeca 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1460,7 +1460,6 @@ namespace OpenSim.Region.Environment.Scenes
1460 rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted; 1460 rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
1461 rootPart.TrimPermissions(); 1461 rootPart.TrimPermissions();
1462 group.CheckSculptAndLoad(); 1462 group.CheckSculptAndLoad();
1463 group.ApplyPhysics(m_physicalPrim);
1464 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); 1463 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
1465 } 1464 }
1466 1465
@@ -1578,9 +1577,12 @@ namespace OpenSim.Region.Environment.Scenes
1578 1577
1579 public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape) 1578 public virtual SceneObjectGroup AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
1580 { 1579 {
1580 //m_log.DebugFormat(
1581 // "[SCENE]: Scene.AddNewPrim() called for agent {0} in {1}", ownerID, RegionInfo.RegionName);
1582
1581 SceneObjectGroup sceneOb = 1583 SceneObjectGroup sceneOb =
1582 new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape); 1584 new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
1583 AddSceneObject(sceneOb, true); 1585
1584 SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID); 1586 SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
1585 // if grass or tree, make phantom 1587 // if grass or tree, make phantom
1586 //rootPart.TrimPermissions(); 1588 //rootPart.TrimPermissions();
@@ -1591,9 +1593,8 @@ namespace OpenSim.Region.Environment.Scenes
1591 if (rootPart.Shape.PCode != (byte)PCode.Grass) 1593 if (rootPart.Shape.PCode != (byte)PCode.Grass)
1592 AdaptTree(ref shape); 1594 AdaptTree(ref shape);
1593 } 1595 }
1594 // if not phantom, add to physics 1596
1595 sceneOb.ApplyPhysics(m_physicalPrim); 1597 AddSceneObject(sceneOb, true);
1596 m_innerScene.AddToUpdateList(sceneOb);
1597 1598
1598 return sceneOb; 1599 return sceneOb;
1599 } 1600 }