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authorUbitUmarov2012-03-11 00:36:34 +0000
committerUbitUmarov2012-03-11 00:36:34 +0000
commitab235abc46e3d902a7aaf61e589b81f826a2d7a5 (patch)
treeb64df1477b670b49849ae28d236757f44ed3f901 /OpenSim/Region/Framework/Scenes
parentBIG MESS. changed Iclient interface so only one event is used to inform scene... (diff)
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Changed undo redo internals. moved exec code to UndoState.cs from sop that now only sees a unified UndoRedoStore class, added size limit on buffers so only last 5 undo/redo are kept. (5 is hardcode like it was ) ***UNTESTED***
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs155
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs176
2 files changed, 195 insertions, 136 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c806fda..f70b259 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -263,8 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
263 private bool m_occupied; // KF if any av is sitting on this prim 263 private bool m_occupied; // KF if any av is sitting on this prim
264 private string m_text = String.Empty; 264 private string m_text = String.Empty;
265 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
266 private Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private UndoRedoState m_UndoRedo = new UndoRedoState(5);
267 private Stack<UndoState> m_redo = new Stack<UndoState>(5);
268 267
269 private bool m_passTouches; 268 private bool m_passTouches;
270 269
@@ -1709,8 +1708,8 @@ namespace OpenSim.Region.Framework.Scenes
1709 dupe.Category = Category; 1708 dupe.Category = Category;
1710 dupe.m_rezzed = m_rezzed; 1709 dupe.m_rezzed = m_rezzed;
1711 1710
1712 dupe.m_undo = new Stack<UndoState>(5); 1711 dupe.m_UndoRedo = new UndoRedoState(5);
1713 dupe.m_redo = new Stack<UndoState>(5); 1712
1714 dupe.IgnoreUndoUpdate = false; 1713 dupe.IgnoreUndoUpdate = false;
1715 dupe.Undoing = false; 1714 dupe.Undoing = false;
1716 1715
@@ -3657,82 +3656,14 @@ namespace OpenSim.Region.Framework.Scenes
3657 ParentGroup.ScheduleGroupForTerseUpdate(); 3656 ParentGroup.ScheduleGroupForTerseUpdate();
3658 //ParentGroup.ScheduleGroupForFullUpdate(); 3657 //ParentGroup.ScheduleGroupForFullUpdate();
3659 } 3658 }
3660/*
3661 public void StoreUndoState()
3662 {
3663 StoreUndoState(false);
3664 }
3665
3666 public void StoreUndoState(bool forGroup)
3667 {
3668 if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended
3669 {
3670 if (ParentGroup != null)
3671 {
3672 lock (m_undo)
3673 {
3674 if (m_undo.Count > 0)
3675 {
3676 // see if we had a change
3677
3678 UndoState last = m_undo.Peek();
3679 if (last != null)
3680 {
3681 if (last.Compare(this, forGroup))
3682 {
3683 return;
3684 }
3685 }
3686 }
3687
3688 if (ParentGroup.GetSceneMaxUndo() > 0)
3689 {
3690 UndoState nUndo = new UndoState(this, forGroup);
3691
3692 m_undo.Push(nUndo);
3693
3694 if (m_redo.Count > 0)
3695 m_redo.Clear();
3696 }
3697 }
3698 }
3699 }
3700 }
3701*/
3702
3703 3659
3704 public void StoreUndoState(ObjectChangeWhat what) 3660 public void StoreUndoState(ObjectChangeWhat what)
3705 { 3661 {
3706 if (!Undoing && !IgnoreUndoUpdate) // just to read better - undo is in progress, or suspended 3662 lock (m_UndoRedo)
3707 { 3663 {
3708 if (ParentGroup != null) 3664 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3709 { 3665 {
3710 lock (m_undo) 3666 m_UndoRedo.StoreUndo(this, what);
3711 {
3712 if (m_undo.Count > 0)
3713 {
3714 // see if we had a change
3715
3716 UndoState last = m_undo.Peek();
3717 if (last != null)
3718 {
3719 if (last.Compare(this, what))
3720 {
3721 return;
3722 }
3723 }
3724 }
3725
3726 if (ParentGroup.GetSceneMaxUndo() > 0)
3727 {
3728 UndoState nUndo = new UndoState(this, what);
3729
3730 m_undo.Push(nUndo);
3731
3732 if (m_redo.Count > 0)
3733 m_redo.Clear();
3734 }
3735 }
3736 } 3667 }
3737 } 3668 }
3738 } 3669 }
@@ -3744,84 +3675,42 @@ namespace OpenSim.Region.Framework.Scenes
3744 { 3675 {
3745 get 3676 get
3746 { 3677 {
3747 lock (m_undo) 3678 lock (m_UndoRedo)
3748 return m_undo.Count; 3679 return m_UndoRedo.Count;
3749 } 3680 }
3750 } 3681 }
3751 3682
3752 public void Undo() 3683 public void Undo()
3753 { 3684 {
3754 lock (m_undo) 3685 lock (m_UndoRedo)
3755 { 3686 {
3756// m_log.DebugFormat( 3687 if (Undoing || ParentGroup == null)
3757// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", 3688 return;
3758// Name, LocalId, m_undo.Count);
3759
3760 if (m_undo.Count > 0)
3761 {
3762 UndoState goback = m_undo.Pop();
3763
3764 if (goback != null)
3765 {
3766 UndoState nUndo = null;
3767
3768 if (ParentGroup.GetSceneMaxUndo() > 0)
3769 {
3770 nUndo = new UndoState(this, goback.data.what);
3771 }
3772
3773 goback.PlayState(this);
3774
3775 if (nUndo != null)
3776 m_redo.Push(nUndo);
3777 }
3778 }
3779 3689
3780// m_log.DebugFormat( 3690 Undoing = true;
3781// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3691 m_UndoRedo.Undo(this);
3782// Name, LocalId, m_undo.Count); 3692 Undoing = false;
3783 } 3693 }
3784 } 3694 }
3785 3695
3786 public void Redo() 3696 public void Redo()
3787 { 3697 {
3788 lock (m_undo) 3698 lock (m_UndoRedo)
3789 { 3699 {
3790// m_log.DebugFormat( 3700 if (Undoing || ParentGroup == null)
3791// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", 3701 return;
3792// Name, LocalId, m_redo.Count);
3793
3794 if (m_redo.Count > 0)
3795 {
3796 UndoState gofwd = m_redo.Pop();
3797
3798 if (gofwd != null)
3799 {
3800 if (ParentGroup.GetSceneMaxUndo() > 0)
3801 {
3802 UndoState nUndo = new UndoState(this, gofwd.data.what);
3803
3804 m_undo.Push(nUndo);
3805 }
3806
3807 gofwd.PlayState(this);
3808 }
3809 3702
3810// m_log.DebugFormat( 3703 Undoing = true;
3811// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3704 m_UndoRedo.Redo(this);
3812// Name, LocalId, m_redo.Count); 3705 Undoing = false;
3813 }
3814 } 3706 }
3815 } 3707 }
3816 3708
3817 public void ClearUndoState() 3709 public void ClearUndoState()
3818 { 3710 {
3819// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3711 lock (m_UndoRedo)
3820
3821 lock (m_undo)
3822 { 3712 {
3823 m_undo.Clear(); 3713 m_UndoRedo.Clear();
3824 m_redo.Clear();
3825 } 3714 }
3826 } 3715 }
3827 3716
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index eb76ca5..668b53b 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
@@ -34,6 +35,8 @@ using System;
34 35
35namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
36{ 37{
38
39/*
37 [Flags] 40 [Flags]
38 public enum UndoType 41 public enum UndoType
39 { 42 {
@@ -48,7 +51,7 @@ namespace OpenSim.Region.Framework.Scenes
48 STATE_ALL = 63 51 STATE_ALL = 63
49 } 52 }
50 53
51/* 54
52 public class UndoState 55 public class UndoState
53 { 56 {
54 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 57 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -194,7 +197,10 @@ namespace OpenSim.Region.Framework.Scenes
194*/ 197*/
195 public class UndoState 198 public class UndoState
196 { 199 {
200 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
201
197 public ObjectChangeData data; 202 public ObjectChangeData data;
203 public DateTime creationtime;
198 /// <summary> 204 /// <summary>
199 /// Constructor. 205 /// Constructor.
200 /// </summary> 206 /// </summary>
@@ -204,8 +210,8 @@ namespace OpenSim.Region.Framework.Scenes
204 public UndoState(SceneObjectPart part, ObjectChangeWhat what) 210 public UndoState(SceneObjectPart part, ObjectChangeWhat what)
205 { 211 {
206 data = new ObjectChangeData(); 212 data = new ObjectChangeData();
207
208 data.what = what; 213 data.what = what;
214 creationtime = DateTime.UtcNow;
209 215
210 if (part.ParentGroup.RootPart == part) 216 if (part.ParentGroup.RootPart == part)
211 { 217 {
@@ -227,12 +233,25 @@ namespace OpenSim.Region.Framework.Scenes
227 } 233 }
228 } 234 }
229 235
236 public bool checkExpire()
237 {
238 TimeSpan t = DateTime.UtcNow - creationtime;
239 if (t.Seconds > UNDOEXPIRESECONDS)
240 return true;
241 return false;
242 }
243
244 public void updateExpire()
245 {
246 creationtime = DateTime.UtcNow;
247 }
248
230 /// <summary> 249 /// <summary>
231 /// Compare the relevant state in the given part to this state. 250 /// Compare the relevant state in the given part to this state.
232 /// </summary> 251 /// </summary>
233 /// <param name="part"></param> 252 /// <param name="part"></param>
234 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 253 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns>
235 public bool Compare(SceneObjectPart part, ObjectChangeWhat what) 254 public bool Compare(SceneObjectPart part, ObjectChangeWhat what)
236 { 255 {
237 if (data.what != what) // if diferent targets, then they are diferent 256 if (data.what != what) // if diferent targets, then they are diferent
238 return false; 257 return false;
@@ -274,6 +293,157 @@ namespace OpenSim.Region.Framework.Scenes
274 } 293 }
275 } 294 }
276 295
296 public class UndoRedoState
297 {
298 int size;
299 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
300 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
301
302 public UndoRedoState()
303 {
304 size = 5;
305 }
306
307 public UndoRedoState(int _size)
308 {
309 if (_size < 3)
310 size = 3;
311 else
312 size = _size;
313 }
314
315 public int Count
316 {
317 get { return m_undo.Count; }
318 }
319
320 public void Clear()
321 {
322 m_undo.Clear();
323 m_redo.Clear();
324 }
325
326 public void StoreUndo(SceneObjectPart part, ObjectChangeWhat what)
327 {
328 lock (m_undo)
329 {
330 UndoState last;
331
332 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
333 {
334 m_redo.Clear();
335 }
336
337 if (m_undo.Count > 0)
338 {
339 // check expired entry
340 last = m_undo.First.Value;
341 if (last != null && last.checkExpire())
342 m_undo.Clear();
343 else
344 {
345 // see if we actually have a change
346 if (last != null)
347 {
348 if (last.Compare(part, what))
349 return;
350 }
351 }
352 }
353
354 // limite size
355 while (m_undo.Count >= size)
356 m_undo.RemoveLast();
357
358 UndoState nUndo = new UndoState(part, what);
359 m_undo.AddFirst(nUndo);
360 }
361 }
362
363 public void Undo(SceneObjectPart part)
364 {
365 lock (m_undo)
366 {
367 UndoState nUndo;
368
369 // expire redo
370 if (m_redo.Count > 0)
371 {
372 nUndo = m_redo.First.Value;
373 if (nUndo != null && nUndo.checkExpire())
374 m_redo.Clear();
375 }
376
377 if (m_undo.Count > 0)
378 {
379 UndoState goback = m_undo.First.Value;
380 // check expired
381 if (goback != null && goback.checkExpire())
382 {
383 m_undo.Clear();
384 return;
385 }
386
387 if (goback != null)
388 {
389 m_undo.RemoveFirst();
390
391 // redo limite size
392 while (m_redo.Count >= size)
393 m_redo.RemoveLast();
394
395 nUndo = new UndoState(part, goback.data.what); // new value in part should it be full goback copy?
396 m_redo.AddFirst(nUndo);
397
398 goback.PlayState(part);
399 }
400 }
401 }
402 }
403
404 public void Redo(SceneObjectPart part)
405 {
406 lock (m_undo)
407 {
408 UndoState nUndo;
409
410 // expire undo
411 if (m_undo.Count > 0)
412 {
413 nUndo = m_undo.First.Value;
414 if (nUndo != null && nUndo.checkExpire())
415 m_undo.Clear();
416 }
417
418 if (m_redo.Count > 0)
419 {
420 UndoState gofwd = m_redo.First.Value;
421 // check expired
422 if (gofwd != null && gofwd.checkExpire())
423 {
424 m_redo.Clear();
425 return;
426 }
427
428 if (gofwd != null)
429 {
430 m_redo.RemoveFirst();
431
432 // limite undo size
433 while (m_undo.Count >= size)
434 m_undo.RemoveLast();
435
436 nUndo = new UndoState(part, gofwd.data.what); // new value in part should it be full gofwd copy?
437 m_undo.AddFirst(nUndo);
438
439 gofwd.PlayState(part);
440 }
441 }
442 }
443 }
444
445
446 }
277 447
278 public class LandUndoState 448 public class LandUndoState
279 { 449 {