From cc86df4a3f61230c5487cadf8e93fc1e87a88574 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sun, 12 Apr 2009 15:18:04 +0000 Subject: Thank you, dslake, for a patch that converts many of the linear searches in SceneGraph to fast dictionary lookups. Includes a regression fix for attachments by myself. Fixes Mantis #3312 --- OpenSim/Region/Framework/Scenes/Scene.cs | 15 - OpenSim/Region/Framework/Scenes/SceneGraph.cs | 438 ++++++++++++-------------- 2 files changed, 197 insertions(+), 256 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 54c420d..49b8bda 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -233,12 +233,6 @@ namespace OpenSim.Region.Framework.Scenes get { return m_defaultScriptEngine; } } - // Local reference to the objects in the scene (which are held in the scenegraph) - // public Dictionary Objects - // { - // get { return m_sceneGraph.SceneObjects; } - // } - // Reference to all of the agents in the scene (root and child) protected Dictionary m_scenePresences { @@ -246,12 +240,6 @@ namespace OpenSim.Region.Framework.Scenes set { m_sceneGraph.ScenePresences = value; } } - // protected Dictionary m_sceneObjects - // { - // get { return m_sceneGraph.SceneObjects; } - // set { m_sceneGraph.SceneObjects = value; } - // } - public EntityManager Entities { get { return m_sceneGraph.Entities; } @@ -3492,7 +3480,6 @@ namespace OpenSim.Region.Framework.Scenes protected internal void jointMoved(PhysicsJoint joint) { // m_parentScene.PhysicsScene.DumpJointInfo(); // non-thread-locked version; we should already be in a lock (OdeLock) when this callback is invoked - // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); if (jointProxyObject == null) { @@ -3555,7 +3542,6 @@ namespace OpenSim.Region.Framework.Scenes protected internal void jointDeactivated(PhysicsJoint joint) { //m_log.Debug("[NINJA] SceneGraph.jointDeactivated, joint:" + joint.ObjectNameInScene); - // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary SceneObjectPart jointProxyObject = GetSceneObjectPart(joint.ObjectNameInScene); if (jointProxyObject == null) { @@ -3580,7 +3566,6 @@ namespace OpenSim.Region.Framework.Scenes // from within the OdePhysicsScene. public void jointErrorMessage(PhysicsJoint joint, string message) { - // FIXME: this causes a sequential lookup of all objects in the scene; use a dictionary if (joint != null) { if (joint.ErrorMessageCount > PhysicsJoint.maxErrorMessages) diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index e6328dc..4c3d00e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes protected RegionInfo m_regInfo; protected Scene m_parentScene; - protected List m_updateList = new List(); + protected Dictionary m_updateList = new Dictionary(); protected int m_numRootAgents = 0; protected int m_numPrim = 0; protected int m_numChildAgents = 0; @@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes protected internal PhysicsScene _PhyScene; + protected internal Dictionary SceneObjectGroupsByLocalID = new Dictionary(); + protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary(); + private readonly Object m_dictionary_lock = new Object(); + #endregion protected internal SceneGraph(Scene parent, RegionInfo regInfo) @@ -126,6 +130,11 @@ namespace OpenSim.Region.Framework.Scenes { ScenePresences.Clear(); } + lock (m_dictionary_lock) + { + SceneObjectGroupsByFullID.Clear(); + SceneObjectGroupsByLocalID.Clear(); + } Entities.Clear(); } @@ -300,6 +309,17 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectCreate != null) OnObjectCreate(sceneObject); + + lock (m_dictionary_lock) + { + SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; + SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; + foreach (SceneObjectPart part in sceneObject.Children.Values) + { + SceneObjectGroupsByFullID[part.UUID] = sceneObject; + SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; + } + } return true; } @@ -329,6 +349,11 @@ namespace OpenSim.Region.Framework.Scenes if (OnObjectRemove != null) OnObjectRemove(Entities[uuid]); + lock (m_dictionary_lock) + { + SceneObjectGroupsByFullID.Remove(uuid); + SceneObjectGroupsByLocalID.Remove(((SceneObjectGroup)Entities[uuid]).LocalId); + } Entities.Remove(uuid); //SceneObjectGroup part; //((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics) @@ -349,10 +374,7 @@ namespace OpenSim.Region.Framework.Scenes { lock (m_updateList) { - if (!m_updateList.Contains(obj)) - { - m_updateList.Add(obj); - } + m_updateList[obj.UUID] = obj; } } @@ -361,25 +383,27 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal void ProcessUpdates() { + Dictionary updates; + // Some updates add more updates to the updateList. + // Get the current list of updates and clear the list before iterating lock (m_updateList) { - for (int i = 0; i < m_updateList.Count; i++) + updates = new Dictionary(m_updateList); + m_updateList.Clear(); + } + // Go through all timers + foreach (KeyValuePair kvp in updates) + { + // Don't abort the whole update if one entity happens to give us an exception. + try { - EntityBase entity = m_updateList[i]; - - // Don't abort the whole update if one entity happens to give us an exception. - try - { - m_updateList[i].Update(); - } - catch (Exception e) - { - m_log.ErrorFormat( - "[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.UUID, e); - } + kvp.Value.Update(); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[INNER SCENE]: Failed to update {0}, {1} - {2}", kvp.Value.Name, kvp.Value.UUID, e); } - - m_updateList.Clear(); } } @@ -405,38 +429,20 @@ namespace OpenSim.Region.Framework.Scenes public void DropObject(uint objectLocalID, IClientAPI remoteClient) { - List EntityList = GetEntities(); - - foreach (EntityBase obj in EntityList) + SceneObjectGroup group = GetGroupByPrim(objectLocalID); + if (group != null) { - if (obj is SceneObjectGroup) - { - if (((SceneObjectGroup)obj).LocalId == objectLocalID) - { - SceneObjectGroup group = (SceneObjectGroup)obj; - - m_parentScene.DetachSingleAttachmentToGround(group.UUID,remoteClient); - } - } + m_parentScene.DetachSingleAttachmentToGround(group.UUID, remoteClient); } } protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient) { - List EntityList = GetEntities(); - - foreach (EntityBase obj in EntityList) + SceneObjectGroup group = GetGroupByPrim(objectLocalID); + if( group != null ) { - if (obj is SceneObjectGroup) - { - if (((SceneObjectGroup)obj).LocalId == objectLocalID) - { - SceneObjectGroup group = (SceneObjectGroup)obj; - - //group.DetachToGround(); - m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); - } - } + //group.DetachToGround(); + m_parentScene.DetachSingleAttachmentToInv(group.GetFromAssetID(),remoteClient); } } @@ -453,20 +459,11 @@ namespace OpenSim.Region.Framework.Scenes protected internal void HandleObjectGroupUpdate( IClientAPI remoteClient, UUID GroupID, uint objectLocalID, UUID Garbage) { - List EntityList = GetEntities(); - - foreach (EntityBase obj in EntityList) + SceneObjectGroup group = GetGroupByPrim(objectLocalID); + if( group != null ) { - if (obj is SceneObjectGroup) - { - if (((SceneObjectGroup)obj).LocalId == objectLocalID) - { - SceneObjectGroup group = (SceneObjectGroup)obj; - - if (group.OwnerID == remoteClient.AgentId) - group.SetGroup(GroupID, remoteClient); - } - } + if (group.OwnerID == remoteClient.AgentId) + group.SetGroup(GroupID, remoteClient); } } @@ -527,19 +524,26 @@ namespace OpenSim.Region.Framework.Scenes if (itemID == UUID.Zero) // If this happened, someone made a mistake.... return; - List EntityList = GetEntities(); + // We can NOT use the dictionries here, as we are looking + // for an entity by the fromAssetID, which is NOT the prim UUID + // + List detachEntities = GetEntities(); + SceneObjectGroup group; - foreach (EntityBase obj in EntityList) + foreach (EntityBase entity in detachEntities) { - if (obj is SceneObjectGroup) + if (entity is SceneObjectGroup) { - if (((SceneObjectGroup)obj).GetFromAssetID() == itemID) + group = (SceneObjectGroup)entity; + if (group.GetFromAssetID() == itemID) { - SceneObjectGroup group = (SceneObjectGroup)obj; group.DetachToInventoryPrep(); - m_log.Debug("[DETACH]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); - m_parentScene.updateKnownAsset(remoteClient, group, group.GetFromAssetID(), group.OwnerID); + m_log.Debug("[DETACH]: Saving attachpoint: " + + ((uint)group.GetAttachmentPoint()).ToString()); + m_parentScene.updateKnownAsset(remoteClient, group, + group.GetFromAssetID(), group.OwnerID); m_parentScene.DeleteSceneObject(group, false); + return; } } } @@ -548,73 +552,61 @@ namespace OpenSim.Region.Framework.Scenes protected internal void AttachObject( IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent) { - List EntityList = GetEntities(); - foreach (EntityBase obj in EntityList) + SceneObjectGroup group = GetGroupByPrim(objectLocalID); + if( group != null ) { - if (obj is SceneObjectGroup) + if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId)) { - if (((SceneObjectGroup)obj).LocalId == objectLocalID) + // If the attachment point isn't the same as the one previously used + // set it's offset position = 0 so that it appears on the attachment point + // and not in a weird location somewhere unknown. + if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) { - SceneObjectGroup group = (SceneObjectGroup)obj; - if (m_parentScene.Permissions.CanTakeObject(obj.UUID, remoteClient.AgentId)) - { - // If the attachment point isn't the same as the one previously used - // set it's offset position = 0 so that it appears on the attachment point - // and not in a weird location somewhere unknown. - if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) - { - - attachPos = Vector3.Zero; - } - - // AttachmentPt 0 means the client chose to 'wear' the attachment. - if (AttachmentPt == 0) - { - - // Check object for stored attachment point - AttachmentPt = (uint)group.GetAttachmentPoint(); - + attachPos = Vector3.Zero; + } - } + // AttachmentPt 0 means the client chose to 'wear' the attachment. + if (AttachmentPt == 0) + { + // Check object for stored attachment point + AttachmentPt = (uint)group.GetAttachmentPoint(); + } - // if we still didn't find a suitable attachment point....... - if (AttachmentPt == 0) - { - // Stick it on left hand with Zero Offset from the attachment point. - AttachmentPt = (uint)AttachmentPoint.LeftHand; - attachPos = Vector3.Zero; - } + // if we still didn't find a suitable attachment point....... + if (AttachmentPt == 0) + { + // Stick it on left hand with Zero Offset from the attachment point. + AttachmentPt = (uint)AttachmentPoint.LeftHand; + attachPos = Vector3.Zero; + } - group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); - group.AbsolutePosition = attachPos; + group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); + group.AbsolutePosition = attachPos; - // Saves and gets assetID - UUID itemId; + // Saves and gets assetID + UUID itemId; - if (group.GetFromAssetID() == UUID.Zero) - { - m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); - } - else - { - itemId = group.GetFromAssetID(); - } - - m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group); + if (group.GetFromAssetID() == UUID.Zero) + { + m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); + } + else + { + itemId = group.GetFromAssetID(); + } - group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent); - // In case it is later dropped again, don't let - // it get cleaned up - // - group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); - group.HasGroupChanged = false; - } - else - { - remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); - } + m_parentScene.AttachObject(remoteClient, AttachmentPt, itemId, group); - } + group.AttachToAgent(remoteClient.AgentId, AttachmentPt, attachPos, silent); + // In case it is later dropped again, don't let + // it get cleaned up + // + group.RootPart.RemFlag(PrimFlags.TemporaryOnRez); + group.HasGroupChanged = false; + } + else + { + remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); } } } @@ -864,6 +856,15 @@ namespace OpenSim.Region.Framework.Scenes return Entities[localID] as SceneObjectGroup; //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); + SceneObjectGroup sog; + lock (SceneObjectGroupsByLocalID) + { + if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog)) + { + return sog; + } + } + List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) { @@ -871,7 +872,14 @@ namespace OpenSim.Region.Framework.Scenes if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(localID)) - return (SceneObjectGroup)ent; + { + sog = (SceneObjectGroup)ent; + lock (SceneObjectGroupsByLocalID) + { + SceneObjectGroupsByLocalID[localID] = sog; + } + return sog; + } } } return null; @@ -884,6 +892,15 @@ namespace OpenSim.Region.Framework.Scenes /// null if no scene object group containing that prim is found private SceneObjectGroup GetGroupByPrim(UUID fullID) { + SceneObjectGroup sog; + lock (SceneObjectGroupsByFullID) + { + if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog)) + { + return sog; + } + } + List EntityList = GetEntities(); foreach (EntityBase ent in EntityList) @@ -891,7 +908,14 @@ namespace OpenSim.Region.Framework.Scenes if (ent is SceneObjectGroup) { if (((SceneObjectGroup)ent).HasChildPrim(fullID)) - return (SceneObjectGroup)ent; + { + sog = (SceneObjectGroup)ent; + lock (SceneObjectGroupsByFullID) + { + SceneObjectGroupsByFullID[fullID] = sog; + } + return sog; + } } } return null; @@ -930,11 +954,9 @@ namespace OpenSim.Region.Framework.Scenes protected internal SceneObjectPart GetSceneObjectPart(uint localID) { SceneObjectGroup group = GetGroupByPrim(localID); - - if (group != null) - return group.GetChildPart(localID); - else + if (group == null) return null; + return group.GetChildPart(localID); } /// @@ -972,11 +994,9 @@ namespace OpenSim.Region.Framework.Scenes protected internal SceneObjectPart GetSceneObjectPart(UUID fullID) { SceneObjectGroup group = GetGroupByPrim(fullID); - - if (group != null) - return group.GetChildPart(fullID); - else + if (group == null) return null; + return group.GetChildPart(fullID); } protected internal bool TryGetAvatar(UUID avatarId, out ScenePresence avatar) @@ -1503,43 +1523,25 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - protected internal void LinkObjects(IClientAPI client, uint parentPrim, List childPrims) + protected internal void LinkObjects(IClientAPI client, uint parentPrimId, List childPrimIds) { - List EntityList = GetEntities(); - - SceneObjectGroup parenPrim = null; - foreach (EntityBase ent in EntityList) - { - if (ent is SceneObjectGroup) - { - if (((SceneObjectGroup)ent).LocalId == parentPrim) - { - parenPrim = (SceneObjectGroup)ent; - break; - } - } - } + SceneObjectGroup parentGroup = GetGroupByPrim(parentPrimId); - List children = new List(); - if (parenPrim != null) + List childGroups = new List(); + if (parentGroup != null) { // We do this in reverse to get the link order of the prims correct - for (int i = childPrims.Count - 1; i >= 0; i--) + for (int i = childPrimIds.Count - 1; i >= 0; i--) { - foreach (EntityBase ent in EntityList) + SceneObjectGroup child = GetGroupByPrim(childPrimIds[i]); + if( child != null ) { - if (ent is SceneObjectGroup) - { - if (((SceneObjectGroup)ent).LocalId == childPrims[i]) - { - // Make sure no child prim is set for sale - // So that, on delink, no prims are unwittingly - // left for sale and sold off - ((SceneObjectGroup)ent).RootPart.ObjectSaleType = 0; - ((SceneObjectGroup)ent).RootPart.SalePrice = 10; - children.Add((SceneObjectGroup)ent); - } - } + // Make sure no child prim is set for sale + // So that, on delink, no prims are unwittingly + // left for sale and sold off + child.RootPart.ObjectSaleType = 0; + child.RootPart.SalePrice = 10; + childGroups.Add(child); } } } @@ -1548,29 +1550,29 @@ namespace OpenSim.Region.Framework.Scenes return; // parent is null so not in this region } - foreach (SceneObjectGroup sceneObj in children) + foreach (SceneObjectGroup child in childGroups) { - parenPrim.LinkToGroup(sceneObj); + parentGroup.LinkToGroup(child); // this is here so physics gets updated! // Don't remove! Bad juju! Stay away! or fix physics! - sceneObj.AbsolutePosition = sceneObj.AbsolutePosition; + child.AbsolutePosition = child.AbsolutePosition; } // We need to explicitly resend the newly link prim's object properties since no other actions // occur on link to invoke this elsewhere (such as object selection) - parenPrim.RootPart.AddFlag(PrimFlags.CreateSelected); - parenPrim.TriggerScriptChangedEvent(Changed.LINK); + parentGroup.RootPart.AddFlag(PrimFlags.CreateSelected); + parentGroup.TriggerScriptChangedEvent(Changed.LINK); if (client != null) { - parenPrim.GetProperties(client); + parentGroup.GetProperties(client); } else { foreach (ScenePresence p in GetScenePresences()) { - parenPrim.GetProperties(p.ControllingClient); + parentGroup.GetProperties(p.ControllingClient); } } } @@ -1586,58 +1588,34 @@ namespace OpenSim.Region.Framework.Scenes protected internal void DelinkObjects(List primIds, bool sendEvents) { - SceneObjectGroup parenPrim = null; - - // Need a list of the SceneObjectGroup local ids - // XXX I'm anticipating that building this dictionary once is more efficient than - // repeated scanning of the Entity.Values for a large number of primIds. However, it might - // be more efficient yet to keep this dictionary permanently on hand. - - Dictionary sceneObjects = new Dictionary(); - - List EntityList = GetEntities(); - foreach (EntityBase ent in EntityList) - { - if (ent is SceneObjectGroup) - { - SceneObjectGroup obj = (SceneObjectGroup)ent; - // Nasty one. Can't unlink anything in the sim - // If a duplicate local ID sneaks in - // So, check it here! - // - if (!sceneObjects.ContainsKey(obj.LocalId)) - sceneObjects.Add(obj.LocalId, obj); - - } - } - + SceneObjectGroup parentPrim = null; // Find the root prim among the prim ids we've been given for (int i = 0; i < primIds.Count; i++) { - - if (sceneObjects.ContainsKey(primIds[i])) + // Get the group for this prim and check that it is the parent + parentPrim = GetGroupByPrim(primIds[i]); + if (parentPrim != null && parentPrim.LocalId == primIds[i]) { - parenPrim = sceneObjects[primIds[i]]; primIds.RemoveAt(i); break; } } - if (parenPrim != null) + if (parentPrim != null) { foreach (uint childPrimId in primIds) { - parenPrim.DelinkFromGroup(childPrimId, sendEvents); + parentPrim.DelinkFromGroup(childPrimId, sendEvents); } - if (parenPrim.Children.Count == 1) + if (parentPrim.Children.Count == 1) { // The link set has been completely torn down // This is the case if you select a link set and delink // - parenPrim.RootPart.LinkNum = 0; + parentPrim.RootPart.LinkNum = 0; if (sendEvents) - parenPrim.TriggerScriptChangedEvent(Changed.LINK); + parentPrim.TriggerScriptChangedEvent(Changed.LINK); } else { @@ -1645,7 +1623,7 @@ namespace OpenSim.Region.Framework.Scenes // when a subset of a link set's prims are selected // and the root prim is part of that selection // - List parts = new List(parenPrim.Children.Values); + List parts = new List(parentPrim.Children.Values); List unlink_ids = new List(); foreach (SceneObjectPart unlink_part in parts) @@ -1662,9 +1640,9 @@ namespace OpenSim.Region.Framework.Scenes DelinkObjects(unlink_ids, false); // Send event to root prim, then we're done with it - parenPrim.TriggerScriptChangedEvent(Changed.LINK); + parentPrim.TriggerScriptChangedEvent(Changed.LINK); - unlink_ids.Remove(parenPrim.RootPart.LocalId); + unlink_ids.Remove(parentPrim.RootPart.LocalId); foreach (uint localId in unlink_ids) { @@ -1683,7 +1661,7 @@ namespace OpenSim.Region.Framework.Scenes // The selected prims were all child prims. Edit linked parts // without the root prim selected will get us here // - List parents = new List(); + List parentGroups = new List(); // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow // We know that this is not the root prim now essentially, so we don't have to worry about remapping @@ -1691,18 +1669,11 @@ namespace OpenSim.Region.Framework.Scenes bool delinkedSomething = false; for (int i = 0; i < primIds.Count; i++) { - foreach (SceneObjectGroup grp in sceneObjects.Values) - { - SceneObjectPart gPart = grp.GetChildPart(primIds[i]); - if (gPart != null) - { - grp.DelinkFromGroup(primIds[i]); - delinkedSomething = true; - if (!parents.Contains(grp)) - parents.Add(grp); - } - - } + SceneObjectGroup parent = GetGroupByPrim(primIds[i]); + parent.DelinkFromGroup(primIds[i]); + delinkedSomething = true; + if (!parentGroups.Contains(parent)) + parentGroups.Add(parent); } if (!delinkedSomething) { @@ -1712,7 +1683,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - foreach (SceneObjectGroup g in parents) + foreach (SceneObjectGroup g in parentGroups) { g.TriggerScriptChangedEvent(Changed.LINK); } @@ -1790,30 +1761,15 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - protected internal SceneObjectGroup DuplicateObject(uint originalPrim, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) + protected internal SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { //m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); - - List EntityList = GetEntities(); - - SceneObjectGroup originPrim = null; - foreach (EntityBase ent in EntityList) - { - if (ent is SceneObjectGroup) - { - if (((SceneObjectGroup)ent).LocalId == originalPrim) - { - originPrim = (SceneObjectGroup)ent; - break; - } - } - } - - if (originPrim != null) + SceneObjectGroup original = GetGroupByPrim(originalPrimID); + if (original != null) { - if (m_parentScene.Permissions.CanDuplicateObject(originPrim.Children.Count, originPrim.UUID, AgentID, originPrim.AbsolutePosition)) + if (m_parentScene.Permissions.CanDuplicateObject(original.Children.Count, original.UUID, AgentID, original.AbsolutePosition)) { - SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true); + SceneObjectGroup copy = original.Copy(AgentID, GroupID, true); copy.AbsolutePosition = copy.AbsolutePosition + offset; Entities.Add(copy); @@ -1840,7 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes copy.AbsolutePosition = copy.AbsolutePosition; if (OnObjectDuplicate != null) - OnObjectDuplicate(originPrim, copy); + OnObjectDuplicate(original, copy); return copy; } -- cgit v1.1