From 457551d0699558520c9ce47e05fcace828a706e5 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Wed, 12 Jul 2017 10:28:11 +0100
Subject: rename SOG.UpdatePrimFlags as just UpdateFlags since this is relative
to the group never individual prims/parts and so confusing
---
OpenSim/Region/Framework/Scenes/EventManager.cs | 2 +-
OpenSim/Region/Framework/Scenes/SceneGraph.cs | 2 +-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 131 +++++++++------------
3 files changed, 59 insertions(+), 76 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 827f91e..f76f882 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -855,7 +855,7 @@ namespace OpenSim.Region.Framework.Scenes
/// ,
/// ,
/// ,
- /// ,
+ /// ,
///
///
public event ParcelPrimCountTainted OnParcelPrimCountTainted;
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index ae827f4..61a243d 100755
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1649,7 +1649,7 @@ namespace OpenSim.Region.Framework.Scenes
else // else turn it off
vdtc = false;
- group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
+ group.UpdateFlags(UsePhysics, SetTemporary, SetPhantom, vdtc);
}
else
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c4b768b..6f46a92 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2718,35 +2718,22 @@ namespace OpenSim.Region.Framework.Scenes
RootPart.KeyframeMotion.Stop();
RootPart.KeyframeMotion = null;
}
- UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
+ UpdateFlags(usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
}
public void ScriptSetTemporaryStatus(bool makeTemporary)
{
- UpdatePrimFlags(RootPart.LocalId, UsesPhysics, makeTemporary, IsPhantom, IsVolumeDetect);
+ UpdateFlags(UsesPhysics, makeTemporary, IsPhantom, IsVolumeDetect);
}
public void ScriptSetPhantomStatus(bool makePhantom)
{
- UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, makePhantom, IsVolumeDetect);
+ UpdateFlags(UsesPhysics, IsTemporary, makePhantom, IsVolumeDetect);
}
public void ScriptSetVolumeDetect(bool makeVolumeDetect)
{
- UpdatePrimFlags(RootPart.LocalId, UsesPhysics, IsTemporary, IsPhantom, makeVolumeDetect);
-
- /*
- ScriptSetPhantomStatus(false); // What ever it was before, now it's not phantom anymore
-
- if (PhysActor != null) // Should always be the case now
- {
- PhysActor.SetVolumeDetect(param);
- }
- if (param != 0)
- AddFlag(PrimFlags.Phantom);
-
- ScheduleFullUpdate();
- */
+ UpdateFlags(UsesPhysics, IsTemporary, IsPhantom, makeVolumeDetect);
}
public void applyImpulse(Vector3 impulse)
@@ -4031,84 +4018,80 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
+ public void UpdateFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
{
- HasGroupChanged = true;
+ if (m_scene == null || IsDeleted)
+ return;
- SceneObjectPart selectionPart = GetPart(localID);
+ HasGroupChanged = true;
- if (Scene != null)
+ if (SetTemporary)
{
- if (SetTemporary)
- {
- DetachFromBackup();
- // Remove from database and parcel prim count
- //
- m_scene.DeleteFromStorage(UUID);
- }
- else if (!Backup)
- {
- // Previously been temporary now switching back so make it
- // available for persisting again
- AttachToBackup();
- }
-
- m_scene.EventManager.TriggerParcelPrimCountTainted();
+ DetachFromBackup();
+ // Remove from database and parcel prim count
+ //
+ m_scene.DeleteFromStorage(UUID);
}
-
- if (selectionPart != null)
+ else if (!Backup)
{
- SceneObjectPart[] parts = m_parts.GetArray();
+ // Previously been temporary now switching back so make it
+ // available for persisting again
+ AttachToBackup();
+ }
- if (Scene != null && UsePhysics)
- {
- int maxprims = m_scene.m_linksetPhysCapacity;
- bool checkShape = (maxprims > 0 &&
- parts.Length > maxprims);
- for (int i = 0; i < parts.Length; i++)
- {
- SceneObjectPart part = parts[i];
+ SceneObjectPart[] parts = m_parts.GetArray();
- if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
- continue; // assuming root type was checked elsewhere
+ if (UsePhysics)
+ {
+ int maxprims = m_scene.m_linksetPhysCapacity;
+ bool checkShape = (maxprims > 0 &&
+ parts.Length > maxprims);
- if (checkShape)
- {
- if (--maxprims < 0)
- {
- UsePhysics = false;
- break;
- }
- }
+ for (int i = 0; i < parts.Length; i++)
+ {
+ SceneObjectPart part = parts[i];
- if (part.Scale.X > m_scene.m_maxPhys ||
- part.Scale.Y > m_scene.m_maxPhys ||
- part.Scale.Z > m_scene.m_maxPhys )
+ if(part.PhysicsShapeType == (byte)PhysicsShapeType.None)
+ continue; // assuming root type was checked elsewhere
+
+ if (checkShape)
+ {
+ if (--maxprims < 0)
{
- UsePhysics = false; // Reset physics
+ UsePhysics = false;
break;
}
}
- }
- if (parts.Length > 1)
- {
- m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
-
- for (int i = 0; i < parts.Length; i++)
+ if (part.Scale.X > m_scene.m_maxPhys ||
+ part.Scale.Y > m_scene.m_maxPhys ||
+ part.Scale.Z > m_scene.m_maxPhys )
{
-
- if (parts[i].UUID != m_rootPart.UUID)
- parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
+ UsePhysics = false; // Reset physics
+ break;
}
+ }
+ }
- if (m_rootPart.PhysActor != null)
- m_rootPart.PhysActor.Building = false;
+ if (parts.Length > 1)
+ {
+ m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
+
+ for (int i = 0; i < parts.Length; i++)
+ {
+
+ if (parts[i].UUID != m_rootPart.UUID)
+ parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
}
- else
- m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
+
+ if (m_rootPart.PhysActor != null)
+ m_rootPart.PhysActor.Building = false;
}
+ else
+ m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
+
+ m_scene.EventManager.TriggerParcelPrimCountTainted();
}
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
--
cgit v1.1