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udp updates: remove a intermediat struct; move files around so clean solution before pull, or pull on clean folder
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204
OpenSim/Region/Framework/Scenes/EntityUpdates.cs
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204
OpenSim/Region/Framework/Scenes/EntityUpdates.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// Specifies the fields that have been changed when sending a prim or
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/// avatar update
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/// </summary>
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[Flags]
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public enum ObjectPropertyUpdateFlags : byte
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{
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None = 0,
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Family = 1,
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Object = 2,
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NoFamily = unchecked((byte)~Family),
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NoObject = unchecked((byte)~Object)
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}
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public class EntityUpdate : IComparable<EntityUpdate>
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{
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// for priority queue
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private uint m_pqueue;
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private ulong m_entryorder;
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private ISceneEntity m_entity;
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private PrimUpdateFlags m_flags;
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public ObjectPropertyUpdateFlags m_propsFlags;
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public uint PriorityQueue
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{
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get
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{
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return m_pqueue;
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}
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set
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{
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m_pqueue = value;
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}
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}
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public ulong EntryOrder
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{
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get
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{
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return m_entryorder;
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}
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set
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{
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m_entryorder = value;
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}
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}
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public ObjectPropertyUpdateFlags PropsFlags
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{
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get
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{
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return m_propsFlags;
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}
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set
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{
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m_propsFlags = value;
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}
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}
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public ISceneEntity Entity
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{
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get { return m_entity; }
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}
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public PrimUpdateFlags Flags
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{
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get { return m_flags; }
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set { m_flags = value; }
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}
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public virtual void Update()
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{
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// we are on the new one
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if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
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{
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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}
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public void Update(uint pqueue, ulong entry)
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{
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Update();
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m_pqueue = pqueue;
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m_entryorder = entry;
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}
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public void Update(EntityUpdate oldupdate)
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{
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// we are on the new one
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PrimUpdateFlags updateFlags = oldupdate.Flags;
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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updateFlags &= ~PrimUpdateFlags.UpdateProbe;
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if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
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{
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if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
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m_flags = PrimUpdateFlags.UpdateProbe;
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else
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m_flags = PrimUpdateFlags.FullUpdatewithAnim;
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}
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else
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m_flags |= updateFlags;
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}
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public void Update(EntityUpdate oldupdate, uint pqueue, ulong entry)
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{
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Update(oldupdate);
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m_pqueue = pqueue;
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m_entryorder = entry;
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}
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public void Free()
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{
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m_entity = null;
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}
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
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{
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m_entity = entity;
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m_flags = flags;
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}
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public override string ToString()
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{
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return String.Format("[{0},{1},{2}]", m_pqueue, m_entryorder, m_entity.LocalId);
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}
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public int CompareTo(EntityUpdate other)
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{
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// I'm assuming that the root part of an SOG is added to the update queue
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// before the component parts
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return Comparer<ulong>.Default.Compare(this.EntryOrder, other.EntryOrder);
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}
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}
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public class ObjectPropertyUpdate : EntityUpdate
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{
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public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
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: base(entity, (PrimUpdateFlags)flags)
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{
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if (sendfam)
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m_propsFlags |= ObjectPropertyUpdateFlags.Family;
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else
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m_propsFlags &= ObjectPropertyUpdateFlags.NoFamily;
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if (sendobj)
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m_propsFlags |= ObjectPropertyUpdateFlags.Object;
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else
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m_propsFlags &= ObjectPropertyUpdateFlags.NoObject;
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}
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public void Update(ObjectPropertyUpdate update)
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{
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m_propsFlags |= update.PropsFlags;
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// other properties may need to be updated by base class
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base.Update(update);
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}
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public void Update(ObjectPropertyUpdate update, uint pqueue, ulong entry)
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{
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m_propsFlags |= update.PropsFlags;
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// other properties may need to be updated by base class
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base.Update(update, pqueue, entry);
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}
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}
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}
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