Made a few changes so that once we enable the sqlite data store (simple line change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.

This commit is contained in:
MW
2007-08-10 13:59:19 +00:00
parent 6063d2ce5f
commit 94c7e41ef1
8 changed files with 124 additions and 29 deletions

View File

@@ -44,6 +44,27 @@ namespace OpenSim.Region.Environment.Scenes
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
set { m_rootPart = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
public override LLVector3 Pos
{
get { return m_rootPart.GroupPosition; }
@@ -79,9 +100,9 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
/// Added because the Parcel code seems to use it
/// but not sure a object should have this
/// as what does it tell us? that some avatar has selected it
/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
/// think really there should be a list (or whatever) in each scenepresence
/// saying what prim(s) that user has selected at any time.
/// saying what prim(s) that user has selected.
/// </summary>
protected bool m_isSelected = false;
public bool IsSelected
@@ -114,7 +135,7 @@ namespace OpenSim.Region.Environment.Scenes
m_regionHandle = regionHandle;
m_scene = scene;
this.Pos = pos;
// this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);
SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
this.m_parts.Add(newPart.UUID, newPart);
@@ -136,6 +157,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.m_regionHandle = this.m_regionHandle;
dupe.CopyRootPart(this.m_rootPart);
m_scene.EventManager.OnBackup += dupe.ProcessBackup;
foreach (SceneObjectPart part in this.m_parts.Values)
{
@@ -147,6 +169,23 @@ namespace OpenSim.Region.Environment.Scenes
return dupe;
}
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
m_scene.EventManager.OnBackup += this.ProcessBackup;
}
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
this.m_parts.Add(part.UUID, part);
}
/// <summary>
///
/// </summary>
@@ -619,6 +658,17 @@ namespace OpenSim.Region.Environment.Scenes
return m_scene.RequestAvatarList();
}
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
this.SendPartFullUpdate(remoteClient, part);
}
}
}
/// <summary>
///
/// </summary>