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)
--
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