diff options
author | Teravus Ovares | 2008-05-21 21:22:56 +0000 |
---|---|---|
committer | Teravus Ovares | 2008-05-21 21:22:56 +0000 |
commit | 5af108a029e5382f6a2f6d4d10b3d4de3a8f5245 (patch) | |
tree | 171813c4182af2849052281c1e941dec434e6815 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |
parent | implement in memory appearance cache for sqlite. This (diff) | |
download | opensim-SC_OLD-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.zip opensim-SC_OLD-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.tar.gz opensim-SC_OLD-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.tar.bz2 opensim-SC_OLD-5af108a029e5382f6a2f6d4d10b3d4de3a8f5245.tar.xz |
* This update causes the backup process to run in a separate thread.
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 22 |
1 files changed, 14 insertions, 8 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs index f5d3618..d95143e 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | |||
@@ -1523,12 +1523,14 @@ namespace OpenSim.Region.Environment.Scenes | |||
1523 | /// Duplicates this part. | 1523 | /// Duplicates this part. |
1524 | /// </summary> | 1524 | /// </summary> |
1525 | /// <returns></returns> | 1525 | /// <returns></returns> |
1526 | public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum) | 1526 | public SceneObjectPart Copy(uint localID, LLUUID AgentID, LLUUID GroupID, int linkNum, bool userExposed) |
1527 | { | 1527 | { |
1528 | SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone(); | 1528 | SceneObjectPart dupe = (SceneObjectPart) MemberwiseClone(); |
1529 | dupe.m_shape = m_shape.Copy(); | 1529 | dupe.m_shape = m_shape.Copy(); |
1530 | dupe.m_regionHandle = m_regionHandle; | 1530 | dupe.m_regionHandle = m_regionHandle; |
1531 | dupe.UUID = LLUUID.Random(); | 1531 | if (userExposed) |
1532 | dupe.UUID = LLUUID.Random(); | ||
1533 | |||
1532 | dupe.LocalId = localID; | 1534 | dupe.LocalId = localID; |
1533 | dupe.OwnerID = AgentID; | 1535 | dupe.OwnerID = AgentID; |
1534 | dupe.GroupID = GroupID; | 1536 | dupe.GroupID = GroupID; |
@@ -1548,7 +1550,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
1548 | 1550 | ||
1549 | dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone(); | 1551 | dupe.TaskInventory = (TaskInventoryDictionary)dupe.TaskInventory.Clone(); |
1550 | 1552 | ||
1551 | dupe.ResetIDs(linkNum); | 1553 | if (userExposed) |
1554 | dupe.ResetIDs(linkNum); | ||
1552 | 1555 | ||
1553 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1556 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1554 | dupe.LastOwnerID = ObjectOwner; | 1557 | dupe.LastOwnerID = ObjectOwner; |
@@ -1556,13 +1559,16 @@ namespace OpenSim.Region.Environment.Scenes | |||
1556 | byte[] extraP = new byte[Shape.ExtraParams.Length]; | 1559 | byte[] extraP = new byte[Shape.ExtraParams.Length]; |
1557 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); | 1560 | Array.Copy(Shape.ExtraParams, extraP, extraP.Length); |
1558 | dupe.Shape.ExtraParams = extraP; | 1561 | dupe.Shape.ExtraParams = extraP; |
1559 | if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero) | 1562 | |
1563 | if (userExposed) | ||
1560 | { | 1564 | { |
1561 | m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true); | 1565 | if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero) |
1566 | { | ||
1567 | m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true); | ||
1568 | } | ||
1569 | bool UsePhysics = ((dupe.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0); | ||
1570 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | ||
1562 | } | 1571 | } |
1563 | bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0); | ||
1564 | dupe.DoPhysicsPropertyUpdate(UsePhysics, true); | ||
1565 | |||
1566 | return dupe; | 1572 | return dupe; |
1567 | } | 1573 | } |
1568 | 1574 | ||