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synced 2026-08-10 19:36:07 +08:00
Changed SceneObjectGroup to store parts with the fast and thread-safe MapAndArray collection
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@@ -348,9 +348,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (Entities.ContainsKey(sceneObject.UUID))
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return false;
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List<SceneObjectPart> children;
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lock (sceneObject.Children)
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children = new List<SceneObjectPart>(sceneObject.Children.Values);
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SceneObjectPart[] children = sceneObject.Parts;
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// Clamp child prim sizes and add child prims to the m_numPrim count
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if (m_parentScene.m_clampPrimSize)
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@@ -369,7 +367,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.Shape.Scale = scale;
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}
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}
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m_numPrim += children.Count;
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m_numPrim += children.Length;
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sceneObject.AttachToScene(m_parentScene);
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@@ -426,15 +424,17 @@ namespace OpenSim.Region.Framework.Scenes
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lock (SceneObjectGroupsByFullID)
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{
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foreach (SceneObjectPart part in grp.Children.Values)
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SceneObjectGroupsByFullID.Remove(part.UUID);
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SceneObjectPart[] parts = grp.Parts;
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for (int i = 0; i < parts.Length; i++)
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SceneObjectGroupsByFullID.Remove(parts[i].UUID);
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SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID);
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}
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lock (SceneObjectGroupsByLocalID)
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{
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foreach (SceneObjectPart part in grp.Children.Values)
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SceneObjectGroupsByLocalID.Remove(part.LocalId);
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SceneObjectPart[] parts = grp.Parts;
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for (int i = 0; i < parts.Length; i++)
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SceneObjectGroupsByLocalID.Remove(parts[i].LocalId);
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SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId);
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}
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@@ -887,11 +887,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (sog != null)
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{
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lock (sog.Children)
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{
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if (sog.Children.ContainsKey(fullID))
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return sog;
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}
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if (sog.ContainsPart(fullID))
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return sog;
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID.Remove(fullID);
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@@ -965,7 +962,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (entity is SceneObjectGroup)
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{
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foreach (SceneObjectPart p in ((SceneObjectGroup)entity).GetParts())
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foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
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{
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if (p.Name == name)
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{
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@@ -1626,14 +1623,8 @@ namespace OpenSim.Region.Framework.Scenes
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//
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SceneObjectGroup group = root.ParentGroup;
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List<SceneObjectPart> newSet = null;
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int numChildren = -1;
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lock (group.Children)
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{
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newSet = new List<SceneObjectPart>(group.Children.Values);
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numChildren = group.PrimCount;
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}
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List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
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int numChildren = newSet.Count;
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// If there are prims left in a link set, but the root is
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// slated for unlink, we need to do this
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@@ -1711,16 +1702,13 @@ namespace OpenSim.Region.Framework.Scenes
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup sog = ent as SceneObjectGroup;
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lock (sog.Children)
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foreach (SceneObjectPart part in sog.Parts)
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{
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foreach (KeyValuePair<UUID, SceneObjectPart> subent in sog.Children)
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if (part.LocalId == localID)
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{
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if (subent.Value.LocalId == localID)
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{
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objid = subent.Key;
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obj = subent.Value;
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}
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objid = part.UUID;
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obj = part;
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}
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}
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}
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@@ -1796,8 +1784,7 @@ namespace OpenSim.Region.Framework.Scenes
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copy.SetOwnerId(AgentID);
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copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
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List<SceneObjectPart> partList =
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new List<SceneObjectPart>(copy.Children.Values);
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SceneObjectPart[] partList = copy.Parts;
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if (m_parentScene.Permissions.PropagatePermissions())
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{
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@@ -1822,7 +1809,7 @@ namespace OpenSim.Region.Framework.Scenes
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// think it's selected, so it will never send a deselect...
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copy.IsSelected = false;
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m_numPrim += copy.Children.Count;
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m_numPrim += copy.Parts.Length;
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if (rot != Quaternion.Identity)
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{
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