From 6fc74b36d1d0f7dcd6f013893c3189a3f989431c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 18 Jul 2011 04:54:21 +0100 Subject: Make various tweaks to undo code in an effort to get things working better. Undo rotation and position appear to be working. Resizing a single prim appears to be working, though the undo has to be done twice. Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims. This needs to be addressed. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 1 + .../Region/Framework/Scenes/SceneObjectGroup.cs | 58 +++++++++++--- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 92 +++++++++++++-------- .../Scenes/Tests/SceneObjectResizeTests.cs | 2 +- OpenSim/Region/Framework/Scenes/UndoState.cs | 93 ++++++++++++++++++++-- 5 files changed, 193 insertions(+), 53 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index bdb7f95..0a0bde8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -564,6 +564,7 @@ namespace OpenSim.Region.Framework.Scenes part.Undo(); } } + protected internal void HandleRedo(IClientAPI remoteClient, UUID primId) { if (primId != UUID.Zero) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index ce5db5f..7254992 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1145,6 +1145,10 @@ namespace OpenSim.Region.Framework.Scenes public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", +// remoteClient.Name, part.Name, part.LocalId, offsetPos); + part.StoreUndoState(); part.OnGrab(offsetPos, remoteClient); } @@ -2611,17 +2615,14 @@ namespace OpenSim.Region.Framework.Scenes #region Resize - /// /// Resize the entire group of prims. /// /// public void GroupResize(Vector3 scale) { -// m_log.DebugFormat( -// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, localID, RootPart.Scale, scale); - - RootPart.IgnoreUndoUpdate = true; +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); scale.X = Math.Min(scale.X, Scene.m_maxNonphys); scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); @@ -2647,7 +2648,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart obPart = parts[i]; if (obPart.UUID != m_rootPart.UUID) { - obPart.IgnoreUndoUpdate = true; +// obPart.IgnoreUndoUpdate = true; Vector3 oldSize = new Vector3(obPart.Scale); float f = 1.0f; @@ -2663,6 +2664,7 @@ namespace OpenSim.Region.Framework.Scenes y *= a; z *= a; } + if (oldSize.Y * y > m_scene.m_maxPhys) { f = m_scene.m_maxPhys / oldSize.Y; @@ -2671,6 +2673,7 @@ namespace OpenSim.Region.Framework.Scenes y *= a; z *= a; } + if (oldSize.Z * z > m_scene.m_maxPhys) { f = m_scene.m_maxPhys / oldSize.Z; @@ -2690,6 +2693,7 @@ namespace OpenSim.Region.Framework.Scenes y *= a; z *= a; } + if (oldSize.Y * y > m_scene.m_maxNonphys) { f = m_scene.m_maxNonphys / oldSize.Y; @@ -2698,6 +2702,7 @@ namespace OpenSim.Region.Framework.Scenes y *= a; z *= a; } + if (oldSize.Z * z > m_scene.m_maxNonphys) { f = m_scene.m_maxNonphys / oldSize.Z; @@ -2708,7 +2713,7 @@ namespace OpenSim.Region.Framework.Scenes } } - obPart.IgnoreUndoUpdate = false; +// obPart.IgnoreUndoUpdate = false; } } } @@ -2723,7 +2728,7 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < parts.Length; i++) { SceneObjectPart obPart = parts[i]; - obPart.IgnoreUndoUpdate = true; +// obPart.IgnoreUndoUpdate = true; if (obPart.UUID != m_rootPart.UUID) { @@ -2738,16 +2743,18 @@ namespace OpenSim.Region.Framework.Scenes newSize.Z *= z; obPart.Resize(newSize); + + obPart.IgnoreUndoUpdate = true; obPart.UpdateOffSet(currentpos); + obPart.IgnoreUndoUpdate = false; } - obPart.IgnoreUndoUpdate = false; - obPart.StoreUndoState(); +// obPart.IgnoreUndoUpdate = false; +// obPart.StoreUndoState(); } - RootPart.IgnoreUndoUpdate = false; - - RootPart.StoreUndoState(); +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale); } #endregion @@ -2760,6 +2767,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void UpdateGroupPosition(Vector3 pos) { +// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); + SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].StoreUndoState(); @@ -2805,6 +2814,9 @@ namespace OpenSim.Region.Framework.Scenes if (part != null) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); + if (part.UUID == m_rootPart.UUID) { UpdateRootPosition(pos); @@ -2824,6 +2836,9 @@ namespace OpenSim.Region.Framework.Scenes /// private void UpdateRootPosition(Vector3 pos) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos); + SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].StoreUndoState(); @@ -2868,6 +2883,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void UpdateGroupRotationR(Quaternion rot) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot); + SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].StoreUndoState(); @@ -2892,6 +2910,9 @@ namespace OpenSim.Region.Framework.Scenes /// public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot); + SceneObjectPart[] parts = m_parts.GetArray(); for (int i = 0; i < parts.Length; i++) parts[i].StoreUndoState(); @@ -2926,6 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes if (part != null) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); + if (part.UUID == m_rootPart.UUID) { UpdateRootRotation(rot); @@ -2947,6 +2971,10 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart part = GetChildPart(localID); if (part != null) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", +// part.Name, part.LocalId, rot); + if (part.UUID == m_rootPart.UUID) { UpdateRootRotation(rot); @@ -2969,6 +2997,10 @@ namespace OpenSim.Region.Framework.Scenes /// private void UpdateRootRotation(Quaternion rot) { +// m_log.DebugFormat( +// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", +// Name, LocalId, rot); + Quaternion axRot = rot; Quaternion oldParentRot = m_rootPart.RotationOffset; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index a1200ee..aab83b8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1014,15 +1014,19 @@ namespace OpenSim.Region.Framework.Scenes get { return m_shape; } set { m_shape = value; } } - + + /// + /// Change the scale of this part. + /// public Vector3 Scale { get { return m_shape.Scale; } set { - StoreUndoState(); if (m_shape != null) { + StoreUndoState(); + m_shape.Scale = value; PhysicsActor actor = PhysActor; @@ -1033,11 +1037,16 @@ namespace OpenSim.Region.Framework.Scenes if (m_parentGroup.Scene.PhysicsScene != null) { actor.Size = m_shape.Scale; - m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + + if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) + CheckSculptAndLoad(); + else + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); } } } } + TriggerScriptChangedEvent(Changed.SCALE); } } @@ -2827,8 +2836,12 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Resize this part. + /// Set the scale of this part. /// + /// + /// Unlike the scale property, this checks the new size against scene limits and schedules a full property + /// update to viewers. + /// /// public void Resize(Vector3 scale) { @@ -2836,33 +2849,18 @@ namespace OpenSim.Region.Framework.Scenes scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); -// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); - - StoreUndoState(); - m_shape.Scale = scale; - - // If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we - // need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to - // save memory - if (PhysActor != null) + if (PhysActor != null && PhysActor.IsPhysical) { - if (PhysActor.IsPhysical) - { - scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); - scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); - scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); - } + scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); + scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); + scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); + } - PhysActor.Size = scale; +// m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); - if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) - CheckSculptAndLoad(); - else - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); - } + Scale = scale; ParentGroup.HasGroupChanged = true; - TriggerScriptChangedEvent(Changed.SCALE); ScheduleFullUpdate(); } @@ -3673,8 +3671,6 @@ namespace OpenSim.Region.Framework.Scenes { if (m_parentGroup != null) { -// m_log.DebugFormat("[SCENE OBJECT PART]: Storing undo state for {0} {1}", Name, LocalId); - lock (m_undo) { if (m_undo.Count > 0) @@ -3683,15 +3679,29 @@ namespace OpenSim.Region.Framework.Scenes if (last != null) { if (last.Compare(this)) + { +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", +// Name, LocalId, m_undo.Count); + return; + } } } +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, initial stack size {2}", +// Name, LocalId, m_undo.Count); + if (m_parentGroup.GetSceneMaxUndo() > 0) { UndoState nUndo = new UndoState(this); m_undo.Push(nUndo); + +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, stack size now {2}", +// Name, LocalId, m_undo.Count); } } } @@ -3703,7 +3713,8 @@ namespace OpenSim.Region.Framework.Scenes } // else // { -// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); // } } @@ -3721,10 +3732,12 @@ namespace OpenSim.Region.Framework.Scenes public void Undo() { -// m_log.DebugFormat("[SCENE OBJECT PART]: Handling undo request for {0} {1}", Name, LocalId); - lock (m_undo) { +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", +// Name, LocalId, m_undo.Count); + if (m_undo.Count > 0) { UndoState nUndo = null; @@ -3739,19 +3752,26 @@ namespace OpenSim.Region.Framework.Scenes if (goback != null) { goback.PlaybackState(this); + if (nUndo != null) m_redo.Push(nUndo); } } + +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", +// Name, LocalId, m_undo.Count); } } public void Redo() { -// m_log.DebugFormat("[SCENE OBJECT PART]: Handling redo request for {0} {1}", Name, LocalId); - lock (m_redo) { +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}", +// Name, LocalId, m_redo.Count); + if (m_parentGroup.GetSceneMaxUndo() > 0) { UndoState nUndo = new UndoState(this); @@ -3763,11 +3783,17 @@ namespace OpenSim.Region.Framework.Scenes if (gofwd != null) gofwd.PlayfwdState(this); + +// m_log.DebugFormat( +// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", +// Name, LocalId, m_redo.Count); } } public void ClearUndoState() { +// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); + lock (m_undo) { m_undo.Clear(); diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs index 6dbac3c..c4047ee 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs @@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests public void TestResizeSceneObject() { TestHelper.InMethod(); - //log4net.Config.XmlConfigurator.Configure(); +// log4net.Config.XmlConfigurator.Configure(); Scene scene = SceneSetupHelpers.SetupScene(); SceneObjectGroup g1 = SceneSetupHelpers.AddSceneObject(scene).ParentGroup; diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs index 55e407e..38bbeb0 100644 --- a/OpenSim/Region/Framework/Scenes/UndoState.cs +++ b/OpenSim/Region/Framework/Scenes/UndoState.cs @@ -25,6 +25,9 @@ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +using System; +using System.Reflection; +using log4net; using OpenMetaverse; using OpenSim.Region.Framework.Interfaces; @@ -32,49 +35,80 @@ namespace OpenSim.Region.Framework.Scenes { public class UndoState { +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + public Vector3 Position = Vector3.Zero; public Vector3 Scale = Vector3.Zero; public Quaternion Rotation = Quaternion.Identity; + /// + /// Constructor. + /// + /// public UndoState(SceneObjectPart part) { if (part != null) { if (part.ParentID == 0) { +// m_log.DebugFormat( +// "[UNDO STATE]: Storing undo position {0} for root part", part.ParentGroup.AbsolutePosition); Position = part.ParentGroup.AbsolutePosition; + +// m_log.DebugFormat( +// "[UNDO STATE]: Storing undo rotation {0} for root part", part.RotationOffset); Rotation = part.RotationOffset; + +// m_log.DebugFormat( +// "[UNDO STATE]: Storing undo scale {0} for root part", part.Shape.Scale); Scale = part.Shape.Scale; } else { +// m_log.DebugFormat( +// "[UNDO STATE]: Storing undo position {0} for child part", part.OffsetPosition); Position = part.OffsetPosition; + +// m_log.DebugFormat( +// "[UNDO STATE]: Storing undo rotation {0} for child part", part.RotationOffset); Rotation = part.RotationOffset; + +// m_log.DebugFormat( +// "[UNDO STATE]: Storing undo scale {0} for child part", part.Shape.Scale); Scale = part.Shape.Scale; } } } + /// + /// Compare the relevant state in the given part to this state. + /// + /// + /// true if both the part's position, rotation and scale match those in this undo state. False otherwise. public bool Compare(SceneObjectPart part) { if (part != null) { if (part.ParentID == 0) { - if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) + if (Position == part.ParentGroup.AbsolutePosition + && Rotation == part.RotationOffset + && Scale == part.Shape.Scale) return true; else return false; } else { - if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) + if (Position == part.OffsetPosition + && Rotation == part.RotationOffset + && Scale == part.Shape.Scale) return true; else return false; - } } + return false; } @@ -87,24 +121,64 @@ namespace OpenSim.Region.Framework.Scenes if (part.ParentID == 0) { if (Position != Vector3.Zero) + { +// m_log.DebugFormat( +// "[UNDO STATE]: Undoing position {0} to {1} for root part {2} {3}", +// part.ParentGroup.AbsolutePosition, Position, part.Name, part.LocalId); + part.ParentGroup.AbsolutePosition = Position; + } + +// m_log.DebugFormat( +// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", +// part.RotationOffset, Rotation, part.Name, part.LocalId); + part.RotationOffset = Rotation; + if (Scale != Vector3.Zero) + { +// m_log.DebugFormat( +// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", +// part.Shape.Scale, Scale, part.Name, part.LocalId); + part.Resize(Scale); + } + part.ParentGroup.ScheduleGroupForTerseUpdate(); } else { if (Position != Vector3.Zero) + { +// m_log.DebugFormat( +// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", +// part.OffsetPosition, Position, part.Name, part.LocalId); + part.OffsetPosition = Position; + } + +// m_log.DebugFormat( +// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", +// part.RotationOffset, Rotation, part.Name, part.LocalId); + part.UpdateRotation(Rotation); + if (Scale != Vector3.Zero) - part.Resize(Scale); part.ScheduleTerseUpdate(); + { +// m_log.DebugFormat( +// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", +// part.Shape.Scale, Scale, part.Name, part.LocalId); + + part.Resize(Scale); + } + + part.ScheduleTerseUpdate(); } - part.Undoing = false; + part.Undoing = false; } } + public void PlayfwdState(SceneObjectPart part) { if (part != null) @@ -115,27 +189,34 @@ namespace OpenSim.Region.Framework.Scenes { if (Position != Vector3.Zero) part.ParentGroup.AbsolutePosition = Position; + if (Rotation != Quaternion.Identity) part.UpdateRotation(Rotation); + if (Scale != Vector3.Zero) part.Resize(Scale); + part.ParentGroup.ScheduleGroupForTerseUpdate(); } else { if (Position != Vector3.Zero) part.OffsetPosition = Position; + if (Rotation != Quaternion.Identity) part.UpdateRotation(Rotation); + if (Scale != Vector3.Zero) part.Resize(Scale); + part.ScheduleTerseUpdate(); } - part.Undoing = false; + part.Undoing = false; } } } + public class LandUndoState { public ITerrainModule m_terrainModule; -- cgit v1.1