From 9bf67201c31d531e0480e67d8a96472d0a5b0c76 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Fri, 27 Jun 2008 16:36:19 +0000
Subject: * Remove responsibilty for signalling scene object change from
SceneObjectPart.SendFullUpdate() * This means that we will no longer
pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger
repersistence. * Also, in other places persistence is no longer done where it
wasn't actually necessary * I think I changed the code for all instances
correctly, but it's not possible that I missed some and some things which did
persist properly have stopped * Please patch or mantis if this is the case
---
.../Region/Environment/Scenes/SceneObjectGroup.cs | 23 ++++++++++++++++++----
1 file changed, 19 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index b903674..74f9d6c 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -477,6 +477,7 @@ namespace OpenSim.Region.Environment.Scenes
newPart.LinkNum = m_parts.Count;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
+
// one of these is a proxy.
if (shape.PCode != (byte)PCode.None && shape.PCode != (byte)PCode.ParticleSystem)
AttachToBackup();
@@ -686,7 +687,12 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart = part;
}
-
+ ///
+ /// Attach this scene object to the given avatar.
+ ///
+ ///
+ ///
+ ///
public void AttachToAgent(LLUUID agentID, uint attachmentpoint, LLVector3 AttachOffset)
{
ScenePresence avatar = m_scene.GetScenePresence(agentID);
@@ -752,6 +758,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.SetAttachmentPoint((byte)0);
m_rootPart.m_IsAttachment = false;
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
+ HasGroupChanged = true;
AttachToBackup();
m_rootPart.ScheduleFullUpdate();
m_rootPart.ClearUndoState();
@@ -1026,6 +1033,7 @@ namespace OpenSim.Region.Environment.Scenes
lock (m_targets)
m_targets.Clear();
}
+
ScheduleGroupForFullUpdate();
}
@@ -1037,6 +1045,7 @@ namespace OpenSim.Region.Environment.Scenes
(int) (color.z * 0xff));
Text = text;
+ HasGroupChanged = true;
m_rootPart.ScheduleFullUpdate();
}
@@ -1229,6 +1238,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
+
// Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying
// Second Life copies an object and duplicates the first one in it's place
@@ -1257,8 +1267,9 @@ namespace OpenSim.Region.Environment.Scenes
if (userExposed)
{
dupe.UpdateParentIDs();
-
+ dupe.HasGroupChanged = true;
dupe.AttachToBackup();
+
ScheduleGroupForFullUpdate();
}
@@ -1386,7 +1397,6 @@ namespace OpenSim.Region.Environment.Scenes
part.OwnerID = cAgentID;
part.GroupID = cGroupID;
-
if (part.OwnerID != cAgentID)
{
// Apply Next Owner Permissions if we're not bypassing permissions
@@ -1535,7 +1545,6 @@ namespace OpenSim.Region.Environment.Scenes
///
public void ScheduleGroupForFullUpdate()
{
- HasGroupChanged = true;
checkAtTargets();
lock (m_parts)
{
@@ -1774,6 +1783,7 @@ namespace OpenSim.Region.Environment.Scenes
// The traffic caused is always going to be pretty minor, so it's not high priority
//objectGroup.DeleteGroup();
+ HasGroupChanged = true;
ScheduleGroupForFullUpdate();
}
@@ -1834,6 +1844,7 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.AddNewSceneObject(objectGroup, true);
+ HasGroupChanged = true;
ScheduleGroupForFullUpdate();
}
else
@@ -2112,6 +2123,8 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
//if (part.UUID != m_rootPart.UUID)
+
+ HasGroupChanged = true;
ScheduleGroupForFullUpdate();
//if (part.UUID == m_rootPart.UUID)
@@ -2552,6 +2565,8 @@ namespace OpenSim.Region.Environment.Scenes
{
part.SetGroup(GroupID, client);
}
+
+ HasGroupChanged = true;
}
ScheduleGroupForFullUpdate();
--
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