From 1bf05fbb1f8cc4832d8c8963556d8082181f810a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 17 Dec 2011 00:11:17 +0000 Subject: refactor: simplify methods in Scene.PacketHandlers.cs by using GetGroupByPrim() rather than retrieving GetEntities() and inspecting the entire list --- .../Framework/Scenes/Scene.PacketHandlers.cs | 209 +++++++-------------- .../Region/Framework/Scenes/SceneObjectGroup.cs | 14 +- 2 files changed, 81 insertions(+), 142 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 6ba74c7..f9d0e0a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -116,18 +116,10 @@ namespace OpenSim.Region.Framework.Scenes /// public void RequestPrim(uint primLocalID, IClientAPI remoteClient) { - EntityBase[] entityList = GetEntities(); - foreach (EntityBase ent in entityList) - { - if (ent is SceneObjectGroup) - { - if (((SceneObjectGroup)ent).LocalId == primLocalID) - { - ((SceneObjectGroup)ent).SendFullUpdateToClient(remoteClient); - return; - } - } - } + SceneObjectGroup sog = GetGroupByPrim(primLocalID); + + if (sog != null) + sog.SendFullUpdateToClient(remoteClient); } /// @@ -137,47 +129,28 @@ namespace OpenSim.Region.Framework.Scenes /// public void SelectPrim(uint primLocalID, IClientAPI remoteClient) { - EntityBase[] entityList = GetEntities(); - foreach (EntityBase ent in entityList) + SceneObjectPart part = GetSceneObjectPart(primLocalID); + + if (null == part) + return; + + if (part.IsRoot) { - if (ent is SceneObjectGroup) + SceneObjectGroup sog = part.ParentGroup; + sog.SendPropertiesToClient(remoteClient); + sog.IsSelected = true; + + // A prim is only tainted if it's allowed to be edited by the person clicking it. + if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) + || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) { - if (((SceneObjectGroup) ent).LocalId == primLocalID) - { - ((SceneObjectGroup) ent).SendPropertiesToClient(remoteClient); - ((SceneObjectGroup) ent).IsSelected = true; - // A prim is only tainted if it's allowed to be edited by the person clicking it. - if (Permissions.CanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId) - || Permissions.CanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)) - { - EventManager.TriggerParcelPrimCountTainted(); - } - break; - } - else - { - // We also need to check the children of this prim as they - // can be selected as well and send property information - bool foundPrim = false; - - SceneObjectGroup sog = ent as SceneObjectGroup; - - SceneObjectPart[] partList = sog.Parts; - foreach (SceneObjectPart part in partList) - { - if (part.LocalId == primLocalID) - { - part.SendPropertiesToClient(remoteClient); - foundPrim = true; - break; - } - } - - if (foundPrim) - break; - } + EventManager.TriggerParcelPrimCountTainted(); } } + else + { + part.SendPropertiesToClient(remoteClient); + } } /// @@ -250,121 +223,81 @@ namespace OpenSim.Region.Framework.Scenes public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List surfaceArgs) { - EntityBase[] EntityList = GetEntities(); + SceneObjectPart part = GetSceneObjectPart(localID); + + if (part == null) + return; + + SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; - foreach (EntityBase ent in EntityList) + // Currently only grab/touch for the single prim + // the client handles rez correctly + obj.ObjectGrabHandler(localID, offsetPos, remoteClient); + + // If the touched prim handles touches, deliver it + // If not, deliver to root prim + if ((part.ScriptEvents & scriptEvents.touch_start) != 0) + EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); + + // Deliver to the root prim if the touched prim doesn't handle touches + // or if we're meant to pass on touches anyway. Don't send to root prim + // if prim touched is the root prim as we just did it + if (((part.ScriptEvents & scriptEvents.touch_start) == 0) || + (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) { - if (ent is SceneObjectGroup) - { - SceneObjectGroup obj = ent as SceneObjectGroup; - if (obj != null) - { - // Is this prim part of the group - if (obj.HasChildPrim(localID)) - { - // Currently only grab/touch for the single prim - // the client handles rez correctly - obj.ObjectGrabHandler(localID, offsetPos, remoteClient); - - SceneObjectPart part = obj.GetChildPart(localID); - - // If the touched prim handles touches, deliver it - // If not, deliver to root prim - if ((part.ScriptEvents & scriptEvents.touch_start) != 0) - EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); - // Deliver to the root prim if the touched prim doesn't handle touches - // or if we're meant to pass on touches anyway. Don't send to root prim - // if prim touched is the root prim as we just did it - if (((part.ScriptEvents & scriptEvents.touch_start) == 0) || - (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) - { - EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); - } - - return; - } - } - } + EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); } } - public virtual void ProcessObjectGrabUpdate(UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs) + public virtual void ProcessObjectGrabUpdate( + UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List surfaceArgs) { - EntityBase[] EntityList = GetEntities(); + SceneObjectPart part = GetSceneObjectPart(objectID); + if (part == null) + return; + + SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; - foreach (EntityBase ent in EntityList) + // If the touched prim handles touches, deliver it + // If not, deliver to root prim + if ((part.ScriptEvents & scriptEvents.touch) != 0) + EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); + // Deliver to the root prim if the touched prim doesn't handle touches + // or if we're meant to pass on touches anyway. Don't send to root prim + // if prim touched is the root prim as we just did it + if (((part.ScriptEvents & scriptEvents.touch) == 0) || + (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) { - if (ent is SceneObjectGroup) - { - SceneObjectGroup obj = ent as SceneObjectGroup; - if (obj != null) - { - // Is this prim part of the group - if (obj.HasChildPrim(objectID)) - { - SceneObjectPart part = obj.GetChildPart(objectID); - - // If the touched prim handles touches, deliver it - // If not, deliver to root prim - if ((part.ScriptEvents & scriptEvents.touch) != 0) - EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); - // Deliver to the root prim if the touched prim doesn't handle touches - // or if we're meant to pass on touches anyway. Don't send to root prim - // if prim touched is the root prim as we just did it - if (((part.ScriptEvents & scriptEvents.touch) == 0) || - (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) - { - EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); - } - - return; - } - } - } + EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); } } public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List surfaceArgs) { - EntityBase[] EntityList = GetEntities(); + SceneObjectPart part = GetSceneObjectPart(localID); + if (part == null) + return; + + SceneObjectGroup obj = part.ParentGroup; SurfaceTouchEventArgs surfaceArg = null; if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; - foreach (EntityBase ent in EntityList) - { - if (ent is SceneObjectGroup) - { - SceneObjectGroup obj = ent as SceneObjectGroup; - - // Is this prim part of the group - if (obj.HasChildPrim(localID)) - { - SceneObjectPart part=obj.GetChildPart(localID); - if (part != null) - { - // If the touched prim handles touches, deliver it - // If not, deliver to root prim - if ((part.ScriptEvents & scriptEvents.touch_end) != 0) - EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg); - else - EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg); - - return; - } - return; - } - } - } + // If the touched prim handles touches, deliver it + // If not, deliver to root prim + if ((part.ScriptEvents & scriptEvents.touch_end) != 0) + EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg); + else + EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg); } public void ProcessAvatarPickerRequest(IClientAPI client, UUID avatarID, UUID RequestID, string query) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 20ef8c9..7bf8c34 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1373,8 +1373,13 @@ namespace OpenSim.Region.Framework.Scenes #endregion - // Send the parts of this SOG to a single client - // Used when the client initially connects and when client sends RequestPrim packet + /// + /// Send the parts of this SOG to a single client + /// + /// + /// Used when the client initially connects and when client sends RequestPrim packet + /// + /// public void SendFullUpdateToClient(IClientAPI remoteClient) { RootPart.SendFullUpdate(remoteClient); @@ -1678,10 +1683,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Reset the UUIDs for all the prims that make up this group. - /// + /// + /// /// This is called by methods which want to add a new group to an existing scene, in order /// to ensure that there are no clashes with groups already present. - /// + /// public void ResetIDs() { lock (m_parts.SyncRoot) -- cgit v1.1