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authorUbitUmarov2014-09-08 23:58:49 +0100
committerUbitUmarov2014-09-08 23:58:49 +0100
commit8e15d4ad57de6f2a0c900968ef778fba7cdced63 (patch)
tree658bf83163998e842ab5d453441370a61a2a43a4 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
parent on drop send full update on root prim, terse on others ( as sl ). Fix (diff)
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limit number of prims on physical objects. Not all cases covered still
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs46
1 files changed, 44 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d3dd5d7..d4a563f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1712,7 +1712,9 @@ namespace OpenSim.Region.Framework.Scenes
1712 m_rootPart.SetParentLocalId(0); 1712 m_rootPart.SetParentLocalId(0);
1713 AttachmentPoint = (byte)0; 1713 AttachmentPoint = (byte)0;
1714 // must check if buildind should be true or false here 1714 // must check if buildind should be true or false here
1715 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); 1715// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1716 ApplyPhysics();
1717
1716 HasGroupChanged = true; 1718 HasGroupChanged = true;
1717 RootPart.Rezzed = DateTime.Now; 1719 RootPart.Rezzed = DateTime.Now;
1718 RootPart.RemFlag(PrimFlags.TemporaryOnRez); 1720 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -2879,6 +2881,33 @@ namespace OpenSim.Region.Framework.Scenes
2879 return; 2881 return;
2880 } 2882 }
2881 2883
2884 // physical prims count limit
2885 // not very eficient :(
2886
2887 if (UsesPhysics && m_scene.m_linksetPhysCapacity > 0 && (PrimCount + objectGroup.PrimCount) >
2888 m_scene.m_linksetPhysCapacity)
2889 {
2890 int cntr = 0;
2891 foreach (SceneObjectPart part in Parts)
2892 {
2893 if (part.PhysicsShapeType != (byte)PhysicsShapeType.None)
2894 cntr++;
2895 }
2896 foreach (SceneObjectPart part in objectGroup.Parts)
2897 {
2898 if (part.PhysicsShapeType != (byte)PhysicsShapeType.None)
2899 cntr++;
2900 }
2901
2902 if (cntr > m_scene.m_linksetPhysCapacity)
2903 {
2904 // cancel physics
2905 RootPart.Flags &= ~PrimFlags.Physics;
2906 ApplyPhysics();
2907 }
2908 }
2909
2910
2882 // 'linkPart' == the root of the group being linked into this group 2911 // 'linkPart' == the root of the group being linked into this group
2883 SceneObjectPart linkPart = objectGroup.m_rootPart; 2912 SceneObjectPart linkPart = objectGroup.m_rootPart;
2884 2913
@@ -3477,8 +3506,12 @@ namespace OpenSim.Region.Framework.Scenes
3477 { 3506 {
3478 SceneObjectPart[] parts = m_parts.GetArray(); 3507 SceneObjectPart[] parts = m_parts.GetArray();
3479 3508
3480 if (Scene != null) 3509 if (Scene != null && UsePhysics)
3481 { 3510 {
3511 int maxprims = m_scene.m_linksetPhysCapacity;
3512 bool checkShape = (maxprims > 0 &&
3513 parts.Length > maxprims);
3514
3482 for (int i = 0; i < parts.Length; i++) 3515 for (int i = 0; i < parts.Length; i++)
3483 { 3516 {
3484 SceneObjectPart part = parts[i]; 3517 SceneObjectPart part = parts[i];
@@ -3489,6 +3522,15 @@ namespace OpenSim.Region.Framework.Scenes
3489 UsePhysics = false; // Reset physics 3522 UsePhysics = false; // Reset physics
3490 break; 3523 break;
3491 } 3524 }
3525
3526 if (checkShape && part.PhysicsShapeType != (byte)PhysicsShapeType.None)
3527 {
3528 if (--maxprims < 0)
3529 {
3530 UsePhysics = false;
3531 break;
3532 }
3533 }
3492 } 3534 }
3493 } 3535 }
3494 3536