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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs42
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs24
4 files changed, 85 insertions, 41 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index fa35bd8..4c0b53c 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -11220,8 +11220,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11220 protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet) 11220 protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet)
11221 { 11221 {
11222 MultipleObjectUpdatePacket multipleupdate = (MultipleObjectUpdatePacket)packet; 11222 MultipleObjectUpdatePacket multipleupdate = (MultipleObjectUpdatePacket)packet;
11223 if (multipleupdate.AgentData.SessionID != SessionId) return false; 11223
11224 // m_log.Debug("new multi update packet " + multipleupdate.ToString()); 11224 if (multipleupdate.AgentData.SessionID != SessionId)
11225 return false;
11226
11227// m_log.DebugFormat(
11228// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
11229
11225 Scene tScene = (Scene)m_scene; 11230 Scene tScene = (Scene)m_scene;
11226 11231
11227 for (int i = 0; i < multipleupdate.ObjectData.Length; i++) 11232 for (int i = 0; i < multipleupdate.ObjectData.Length; i++)
@@ -11242,15 +11247,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11242 } 11247 }
11243 else 11248 else
11244 { 11249 {
11245 // Do this once since fetch parts creates a new array. 11250// m_log.DebugFormat(
11246 SceneObjectPart[] parts = part.ParentGroup.Parts; 11251// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11247 for (int j = 0; j < parts.Length; j++) 11252// i, block.Type, part.Name, part.LocalId);
11248 { 11253
11249 part.StoreUndoState(); 11254// // Do this once since fetch parts creates a new array.
11250 parts[j].IgnoreUndoUpdate = true; 11255// SceneObjectPart[] parts = part.ParentGroup.Parts;
11251 } 11256// for (int j = 0; j < parts.Length; j++)
11257// {
11258// part.StoreUndoState();
11259// parts[j].IgnoreUndoUpdate = true;
11260// }
11252 11261
11253 // UUID partId = part.UUID;
11254 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11262 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
11255 11263
11256 switch (block.Type) 11264 switch (block.Type)
@@ -11394,6 +11402,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11394 if (handlerUpdatePrimGroupScale != null) 11402 if (handlerUpdatePrimGroupScale != null)
11395 { 11403 {
11396 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11404 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11405 part.StoreUndoState(true);
11406 part.IgnoreUndoUpdate = true;
11397 handlerUpdatePrimGroupScale(localId, scale5, this); 11407 handlerUpdatePrimGroupScale(localId, scale5, this);
11398 handlerUpdateVector = OnUpdatePrimGroupPosition; 11408 handlerUpdateVector = OnUpdatePrimGroupPosition;
11399 11409
@@ -11401,7 +11411,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11401 { 11411 {
11402 handlerUpdateVector(localId, pos5, this); 11412 handlerUpdateVector(localId, pos5, this);
11403 } 11413 }
11414
11415 part.IgnoreUndoUpdate = false;
11404 } 11416 }
11417
11405 break; 11418 break;
11406 11419
11407 case 21: 11420 case 21:
@@ -11426,8 +11439,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11426 break; 11439 break;
11427 } 11440 }
11428 11441
11429 for (int j = 0; j < parts.Length; j++) 11442// for (int j = 0; j < parts.Length; j++)
11430 parts[j].IgnoreUndoUpdate = false; 11443// parts[j].IgnoreUndoUpdate = false;
11431 } 11444 }
11432 } 11445 }
11433 } 11446 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 7254992..3bbf76c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2624,6 +2624,8 @@ namespace OpenSim.Region.Framework.Scenes
2624// m_log.DebugFormat( 2624// m_log.DebugFormat(
2625// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2625// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2626 2626
2627 RootPart.StoreUndoState(true);
2628
2627 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2629 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2628 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 2630 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2629 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 2631 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2722,16 +2724,20 @@ namespace OpenSim.Region.Framework.Scenes
2722 prevScale.X *= x; 2724 prevScale.X *= x;
2723 prevScale.Y *= y; 2725 prevScale.Y *= y;
2724 prevScale.Z *= z; 2726 prevScale.Z *= z;
2727
2728// RootPart.IgnoreUndoUpdate = true;
2725 RootPart.Resize(prevScale); 2729 RootPart.Resize(prevScale);
2730// RootPart.IgnoreUndoUpdate = false;
2726 2731
2727 parts = m_parts.GetArray(); 2732 parts = m_parts.GetArray();
2728 for (int i = 0; i < parts.Length; i++) 2733 for (int i = 0; i < parts.Length; i++)
2729 { 2734 {
2730 SceneObjectPart obPart = parts[i]; 2735 SceneObjectPart obPart = parts[i];
2731// obPart.IgnoreUndoUpdate = true;
2732 2736
2733 if (obPart.UUID != m_rootPart.UUID) 2737 if (obPart.UUID != m_rootPart.UUID)
2734 { 2738 {
2739 obPart.IgnoreUndoUpdate = true;
2740
2735 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 2741 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2736 currentpos.X *= x; 2742 currentpos.X *= x;
2737 currentpos.Y *= y; 2743 currentpos.Y *= y;
@@ -2741,12 +2747,11 @@ namespace OpenSim.Region.Framework.Scenes
2741 newSize.X *= x; 2747 newSize.X *= x;
2742 newSize.Y *= y; 2748 newSize.Y *= y;
2743 newSize.Z *= z; 2749 newSize.Z *= z;
2744
2745 obPart.Resize(newSize);
2746 2750
2747 obPart.IgnoreUndoUpdate = true; 2751 obPart.Resize(newSize);
2748 obPart.UpdateOffSet(currentpos); 2752 obPart.UpdateOffSet(currentpos);
2749 obPart.IgnoreUndoUpdate = false; 2753
2754 obPart.IgnoreUndoUpdate = false;
2750 } 2755 }
2751 2756
2752// obPart.IgnoreUndoUpdate = false; 2757// obPart.IgnoreUndoUpdate = false;
@@ -2769,9 +2774,11 @@ namespace OpenSim.Region.Framework.Scenes
2769 { 2774 {
2770// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); 2775// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2771 2776
2772 SceneObjectPart[] parts = m_parts.GetArray(); 2777 RootPart.StoreUndoState(true);
2773 for (int i = 0; i < parts.Length; i++) 2778
2774 parts[i].StoreUndoState(); 2779// SceneObjectPart[] parts = m_parts.GetArray();
2780// for (int i = 0; i < parts.Length; i++)
2781// parts[i].StoreUndoState();
2775 2782
2776 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 2783 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2777 { 2784 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 44d7ce3..5414cf2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -3665,6 +3665,11 @@ namespace OpenSim.Region.Framework.Scenes
3665 3665
3666 public void StoreUndoState() 3666 public void StoreUndoState()
3667 { 3667 {
3668 StoreUndoState(false);
3669 }
3670
3671 public void StoreUndoState(bool forGroup)
3672 {
3668 if (!Undoing) 3673 if (!Undoing)
3669 { 3674 {
3670 if (!IgnoreUndoUpdate) 3675 if (!IgnoreUndoUpdate)
@@ -3678,6 +3683,7 @@ namespace OpenSim.Region.Framework.Scenes
3678 UndoState last = m_undo.Peek(); 3683 UndoState last = m_undo.Peek();
3679 if (last != null) 3684 if (last != null)
3680 { 3685 {
3686 // TODO: May need to fix for group comparison
3681 if (last.Compare(this)) 3687 if (last.Compare(this))
3682 { 3688 {
3683// m_log.DebugFormat( 3689// m_log.DebugFormat(
@@ -3690,12 +3696,12 @@ namespace OpenSim.Region.Framework.Scenes
3690 } 3696 }
3691 3697
3692// m_log.DebugFormat( 3698// m_log.DebugFormat(
3693// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}", 3699// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3694// Name, LocalId, m_undo.Count); 3700// Name, LocalId, forGroup, m_undo.Count);
3695 3701
3696 if (m_parentGroup.GetSceneMaxUndo() > 0) 3702 if (m_parentGroup.GetSceneMaxUndo() > 0)
3697 { 3703 {
3698 UndoState nUndo = new UndoState(this); 3704 UndoState nUndo = new UndoState(this, forGroup);
3699 3705
3700 m_undo.Push(nUndo); 3706 m_undo.Push(nUndo);
3701 3707
@@ -3740,17 +3746,17 @@ namespace OpenSim.Region.Framework.Scenes
3740 3746
3741 if (m_undo.Count > 0) 3747 if (m_undo.Count > 0)
3742 { 3748 {
3743 UndoState nUndo = null;
3744
3745 if (m_parentGroup.GetSceneMaxUndo() > 0)
3746 {
3747 nUndo = new UndoState(this);
3748 }
3749
3750 UndoState goback = m_undo.Pop(); 3749 UndoState goback = m_undo.Pop();
3751 3750
3752 if (goback != null) 3751 if (goback != null)
3753 { 3752 {
3753 UndoState nUndo = null;
3754
3755 if (m_parentGroup.GetSceneMaxUndo() > 0)
3756 {
3757 nUndo = new UndoState(this, goback.ForGroup);
3758 }
3759
3754 goback.PlaybackState(this); 3760 goback.PlaybackState(this);
3755 3761
3756 if (nUndo != null) 3762 if (nUndo != null)
@@ -3772,17 +3778,19 @@ namespace OpenSim.Region.Framework.Scenes
3772// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", 3778// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3773// Name, LocalId, m_redo.Count); 3779// Name, LocalId, m_redo.Count);
3774 3780
3775 if (m_parentGroup.GetSceneMaxUndo() > 0)
3776 {
3777 UndoState nUndo = new UndoState(this);
3778
3779 m_undo.Push(nUndo);
3780 }
3781
3782 UndoState gofwd = m_redo.Pop(); 3781 UndoState gofwd = m_redo.Pop();
3783 3782
3784 if (gofwd != null) 3783 if (gofwd != null)
3784 {
3785 if (m_parentGroup.GetSceneMaxUndo() > 0)
3786 {
3787 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3788
3789 m_undo.Push(nUndo);
3790 }
3791
3785 gofwd.PlayfwdState(this); 3792 gofwd.PlayfwdState(this);
3793 }
3786 3794
3787// m_log.DebugFormat( 3795// m_log.DebugFormat(
3788// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3796// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}",
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 38bbeb0..1fa8ee2 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -42,10 +42,16 @@ namespace OpenSim.Region.Framework.Scenes
42 public Quaternion Rotation = Quaternion.Identity; 42 public Quaternion Rotation = Quaternion.Identity;
43 43
44 /// <summary> 44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48
49 /// <summary>
45 /// Constructor. 50 /// Constructor.
46 /// </summary> 51 /// </summary>
47 /// <param name="part"></param> 52 /// <param name="part"></param>
48 public UndoState(SceneObjectPart part) 53 /// <param name="forGroup">True if the undo is for an entire group</param>
54 public UndoState(SceneObjectPart part, bool forGroup)
49 { 55 {
50 if (part != null) 56 if (part != null)
51 { 57 {
@@ -62,6 +68,8 @@ namespace OpenSim.Region.Framework.Scenes
62// m_log.DebugFormat( 68// m_log.DebugFormat(
63// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale); 69// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale);
64 Scale = part.Shape.Scale; 70 Scale = part.Shape.Scale;
71
72 ForGroup = forGroup;
65 } 73 }
66 else 74 else
67 { 75 {
@@ -141,7 +149,10 @@ namespace OpenSim.Region.Framework.Scenes
141// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 149// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
142// part.Shape.Scale, Scale, part.Name, part.LocalId); 150// part.Shape.Scale, Scale, part.Name, part.LocalId);
143 151
144 part.Resize(Scale); 152 if (ForGroup)
153 part.ParentGroup.GroupResize(Scale);
154 else
155 part.Resize(Scale);
145 } 156 }
146 157
147 part.ParentGroup.ScheduleGroupForTerseUpdate(); 158 part.ParentGroup.ScheduleGroupForTerseUpdate();
@@ -194,7 +205,12 @@ namespace OpenSim.Region.Framework.Scenes
194 part.UpdateRotation(Rotation); 205 part.UpdateRotation(Rotation);
195 206
196 if (Scale != Vector3.Zero) 207 if (Scale != Vector3.Zero)
197 part.Resize(Scale); 208 {
209 if (ForGroup)
210 part.ParentGroup.GroupResize(Scale);
211 else
212 part.Resize(Scale);
213 }
198 214
199 part.ParentGroup.ScheduleGroupForTerseUpdate(); 215 part.ParentGroup.ScheduleGroupForTerseUpdate();
200 } 216 }
@@ -241,4 +257,4 @@ namespace OpenSim.Region.Framework.Scenes
241 m_terrainModule.UndoTerrain(m_terrainChannel); 257 m_terrainModule.UndoTerrain(m_terrainChannel);
242 } 258 }
243 } 259 }
244} 260} \ No newline at end of file