From 0a81038dd5be361dba0a95546f3ef695ae720fc6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 10 Aug 2010 17:26:31 +0100 Subject: Reduce number of paths in SOP code by setting flags via Flags property rather than _flags Both ObjectFlags and Flags are effectively exactly the same property, except that ObjectFlags is uint and Flags is PrimFlags Both reference the PrimFlags _flags underneath, so you couldn't set a non PrimFlags uint anyway. Deprecated ObjectFlags in favour of Flags. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 40 ++++++++++++++-------- 1 file changed, 25 insertions(+), 15 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 0c35eec..0d3f64c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -396,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log - _flags = 0; + Flags = 0; CreateSelected = true; TrimPermissions(); @@ -424,7 +424,7 @@ namespace OpenSim.Region.Framework.Scenes private uint _groupMask = (uint)PermissionMask.None; private uint _everyoneMask = (uint)PermissionMask.None; private uint _nextOwnerMask = (uint)PermissionMask.All; - private PrimFlags _flags = 0; + private PrimFlags _flags = PrimFlags.None; private DateTime m_expires; private DateTime m_rezzed; private bool m_createSelected = false; @@ -471,10 +471,14 @@ namespace OpenSim.Region.Framework.Scenes set { m_inventory.Items = value; } } + /// + /// This is idential to the Flags property, except that the returned value is uint rather than PrimFlags + /// + [Obsolete("Use Flags property instead")] public uint ObjectFlags { - get { return (uint)_flags; } - set { _flags = (PrimFlags)value; } + get { return (uint)Flags; } + set { Flags = (PrimFlags)value; } } public UUID UUID @@ -1169,7 +1173,11 @@ namespace OpenSim.Region.Framework.Scenes public PrimFlags Flags { get { return _flags; } - set { _flags = value; } + set + { +// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value); + _flags = value; + } } [XmlIgnore] @@ -1305,7 +1313,7 @@ namespace OpenSim.Region.Framework.Scenes if ((ObjectFlags & (uint) flag) == 0) { //m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString()); - _flags |= flag; + Flags |= flag; if (flag == PrimFlags.TemporaryOnRez) ResetExpire(); @@ -1940,12 +1948,14 @@ namespace OpenSim.Region.Framework.Scenes } public uint GetEffectiveObjectFlags() - { - PrimFlags f = _flags; - if (m_parentGroup == null || m_parentGroup.RootPart == this) - f &= ~(PrimFlags.Touch | PrimFlags.Money); + { + // Commenting this section of code out since it doesn't actually do anything, as enums are handled by + // value rather than reference +// PrimFlags f = _flags; +// if (m_parentGroup == null || m_parentGroup.RootPart == this) +// f &= ~(PrimFlags.Touch | PrimFlags.Money); - return (uint)_flags | (uint)LocalFlags; + return (uint)Flags | (uint)LocalFlags; } public Vector3 GetGeometricCenter() @@ -2696,10 +2706,10 @@ namespace OpenSim.Region.Framework.Scenes public void RemFlag(PrimFlags flag) { // PrimFlags prevflag = Flags; - if ((ObjectFlags & (uint) flag) != 0) + if ((Flags & flag) != 0) { //m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString()); - _flags &= ~flag; + Flags &= ~flag; } //m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString()); //ScheduleFullUpdate(); @@ -2990,10 +3000,10 @@ namespace OpenSim.Region.Framework.Scenes if (remoteClient.AgentId == _ownerID) { - if ((uint) (_flags & PrimFlags.CreateSelected) != 0) + if ((Flags & PrimFlags.CreateSelected) != 0) { clientFlags |= (uint) PrimFlags.CreateSelected; - _flags &= ~PrimFlags.CreateSelected; + Flags &= ~PrimFlags.CreateSelected; } } //bool isattachment = IsAttachment; -- cgit v1.1