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authorJustin Clark-Casey (justincc)2011-07-19 05:14:58 +0100
committerJustin Clark-Casey (justincc)2011-07-19 05:14:58 +0100
commit62325829ecab7d956416ff0450faa3f90f267e6c (patch)
tree1e7e11a8c574c6c42bc5beb84270c94e58c251ab /OpenSim
parentFix undo for rotation of the root prim in a linkset on its own. (diff)
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comment out all kinds of debugging guff
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs30
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs36
4 files changed, 44 insertions, 44 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 00115cc..a34ad62 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -11224,8 +11224,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11224 if (multipleupdate.AgentData.SessionID != SessionId) 11224 if (multipleupdate.AgentData.SessionID != SessionId)
11225 return false; 11225 return false;
11226 11226
11227 m_log.DebugFormat( 11227// m_log.DebugFormat(
11228 "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length); 11228// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
11229 11229
11230 Scene tScene = (Scene)m_scene; 11230 Scene tScene = (Scene)m_scene;
11231 11231
@@ -11247,9 +11247,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11247 } 11247 }
11248 else 11248 else
11249 { 11249 {
11250 m_log.DebugFormat( 11250// m_log.DebugFormat(
11251 "[CLIENT]: Processing block {0} type {1} for {2} {3}", 11251// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11252 i, block.Type, part.Name, part.LocalId); 11252// i, block.Type, part.Name, part.LocalId);
11253 11253
11254// // Do this once since fetch parts creates a new array. 11254// // Do this once since fetch parts creates a new array.
11255// SceneObjectPart[] parts = part.ParentGroup.Parts; 11255// SceneObjectPart[] parts = part.ParentGroup.Parts;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index d653e66..0eaed91 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3015,9 +3015,9 @@ namespace OpenSim.Region.Framework.Scenes
3015 /// <param name="rot"></param> 3015 /// <param name="rot"></param>
3016 public void UpdateRootRotation(Quaternion rot) 3016 public void UpdateRootRotation(Quaternion rot)
3017 { 3017 {
3018 m_log.DebugFormat( 3018// m_log.DebugFormat(
3019 "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", 3019// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3020 Name, LocalId, rot); 3020// Name, LocalId, rot);
3021 3021
3022 Quaternion axRot = rot; 3022 Quaternion axRot = rot;
3023 Quaternion oldParentRot = m_rootPart.RotationOffset; 3023 Quaternion oldParentRot = m_rootPart.RotationOffset;
@@ -3050,21 +3050,21 @@ namespace OpenSim.Region.Framework.Scenes
3050 } 3050 }
3051 } 3051 }
3052 3052
3053 for (int i = 0; i < parts.Length; i++) 3053// for (int i = 0; i < parts.Length; i++)
3054 { 3054// {
3055 SceneObjectPart childpart = parts[i]; 3055// SceneObjectPart childpart = parts[i];
3056 if (childpart != m_rootPart) 3056// if (childpart != m_rootPart)
3057 { 3057// {
3058// childpart.IgnoreUndoUpdate = false; 3058//// childpart.IgnoreUndoUpdate = false;
3059// childpart.StoreUndoState(); 3059//// childpart.StoreUndoState();
3060 } 3060// }
3061 } 3061// }
3062 3062
3063 m_rootPart.ScheduleTerseUpdate(); 3063 m_rootPart.ScheduleTerseUpdate();
3064 3064
3065 m_log.DebugFormat( 3065// m_log.DebugFormat(
3066 "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3066// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
3067 Name, LocalId, rot); 3067// Name, LocalId, rot);
3068 } 3068 }
3069 3069
3070 #endregion 3070 #endregion
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c3aca15..0357cf9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3705,9 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes
3705 3705
3706 m_undo.Push(nUndo); 3706 m_undo.Push(nUndo);
3707 3707
3708 m_log.DebugFormat( 3708// m_log.DebugFormat(
3709 "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3709// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3710 Name, LocalId, forGroup, m_undo.Count); 3710// Name, LocalId, forGroup, m_undo.Count);
3711 } 3711 }
3712 } 3712 }
3713 } 3713 }
@@ -3740,9 +3740,9 @@ namespace OpenSim.Region.Framework.Scenes
3740 { 3740 {
3741 lock (m_undo) 3741 lock (m_undo)
3742 { 3742 {
3743 m_log.DebugFormat( 3743// m_log.DebugFormat(
3744 "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", 3744// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3745 Name, LocalId, m_undo.Count); 3745// Name, LocalId, m_undo.Count);
3746 3746
3747 if (m_undo.Count > 0) 3747 if (m_undo.Count > 0)
3748 { 3748 {
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index dc509d9..b013d68 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -64,32 +64,32 @@ namespace OpenSim.Region.Framework.Scenes
64 else 64 else
65 Position = part.OffsetPosition; 65 Position = part.OffsetPosition;
66 66
67 m_log.DebugFormat( 67// m_log.DebugFormat(
68 "[UNDO STATE]: Storing undo position {0} for root part", Position); 68// "[UNDO STATE]: Storing undo position {0} for root part", Position);
69 69
70 Rotation = part.RotationOffset; 70 Rotation = part.RotationOffset;
71 71
72 m_log.DebugFormat( 72// m_log.DebugFormat(
73 "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 73// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
74 74
75 Scale = part.Shape.Scale; 75 Scale = part.Shape.Scale;
76 76
77 m_log.DebugFormat( 77// m_log.DebugFormat(
78 "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 78// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
79 } 79 }
80 else 80 else
81 { 81 {
82 Position = part.OffsetPosition; 82 Position = part.OffsetPosition;
83 m_log.DebugFormat( 83// m_log.DebugFormat(
84 "[UNDO STATE]: Storing undo position {0} for child part", Position); 84// "[UNDO STATE]: Storing undo position {0} for child part", Position);
85 85
86 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
87 m_log.DebugFormat( 87// m_log.DebugFormat(
88 "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 88// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
89 89
90 Scale = part.Shape.Scale; 90 Scale = part.Shape.Scale;
91 m_log.DebugFormat( 91// m_log.DebugFormat(
92 "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 92// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
93 } 93 }
94 } 94 }
95 } 95 }
@@ -134,9 +134,9 @@ namespace OpenSim.Region.Framework.Scenes
134 134
135 if (part.ParentID == 0) 135 if (part.ParentID == 0)
136 { 136 {
137 m_log.DebugFormat( 137// m_log.DebugFormat(
138 "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 138// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
139 Position, part.Name, part.LocalId); 139// Position, part.Name, part.LocalId);
140 140
141 if (Position != Vector3.Zero) 141 if (Position != Vector3.Zero)
142 { 142 {
@@ -146,9 +146,9 @@ namespace OpenSim.Region.Framework.Scenes
146 part.OffsetPosition = Position; 146 part.OffsetPosition = Position;
147 } 147 }
148 148
149 m_log.DebugFormat( 149// m_log.DebugFormat(
150 "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
151 part.RotationOffset, Rotation, part.Name, part.LocalId); 151// part.RotationOffset, Rotation, part.Name, part.LocalId);
152 152
153 if (ForGroup) 153 if (ForGroup)
154 part.UpdateRotation(Rotation); 154 part.UpdateRotation(Rotation);