* Remove responsibilty for signalling scene object change from SceneObjectPart.SendFullUpdate()

* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
This commit is contained in:
Justin Clarke Casey
2008-06-27 16:36:19 +00:00
parent cea6e03ae0
commit 9bf67201c3
6 changed files with 97 additions and 13 deletions

View File

@@ -477,6 +477,7 @@ namespace OpenSim.Region.Environment.Scenes
newPart.LinkNum = m_parts.Count;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
// one of these is a proxy.
if (shape.PCode != (byte)PCode.None && shape.PCode != (byte)PCode.ParticleSystem)
AttachToBackup();
@@ -686,7 +687,12 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart = part;
}
/// <summary>
/// Attach this scene object to the given avatar.
/// </summary>
/// <param name="agentID"></param>
/// <param name="attachmentpoint"></param>
/// <param name="AttachOffset"></param>
public void AttachToAgent(LLUUID agentID, uint attachmentpoint, LLVector3 AttachOffset)
{
ScenePresence avatar = m_scene.GetScenePresence(agentID);
@@ -752,6 +758,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.SetAttachmentPoint((byte)0);
m_rootPart.m_IsAttachment = false;
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
HasGroupChanged = true;
AttachToBackup();
m_rootPart.ScheduleFullUpdate();
m_rootPart.ClearUndoState();
@@ -1026,6 +1033,7 @@ namespace OpenSim.Region.Environment.Scenes
lock (m_targets)
m_targets.Clear();
}
ScheduleGroupForFullUpdate();
}
@@ -1037,6 +1045,7 @@ namespace OpenSim.Region.Environment.Scenes
(int) (color.z * 0xff));
Text = text;
HasGroupChanged = true;
m_rootPart.ScheduleFullUpdate();
}
@@ -1229,6 +1238,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
// Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying
// Second Life copies an object and duplicates the first one in it's place
@@ -1257,8 +1267,9 @@ namespace OpenSim.Region.Environment.Scenes
if (userExposed)
{
dupe.UpdateParentIDs();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
}
@@ -1386,7 +1397,6 @@ namespace OpenSim.Region.Environment.Scenes
part.OwnerID = cAgentID;
part.GroupID = cGroupID;
if (part.OwnerID != cAgentID)
{
// Apply Next Owner Permissions if we're not bypassing permissions
@@ -1535,7 +1545,6 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void ScheduleGroupForFullUpdate()
{
HasGroupChanged = true;
checkAtTargets();
lock (m_parts)
{
@@ -1774,6 +1783,7 @@ namespace OpenSim.Region.Environment.Scenes
// The traffic caused is always going to be pretty minor, so it's not high priority
//objectGroup.DeleteGroup();
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
}
@@ -1834,6 +1844,7 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.AddNewSceneObject(objectGroup, true);
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
}
else
@@ -2112,6 +2123,8 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
//if (part.UUID != m_rootPart.UUID)
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
//if (part.UUID == m_rootPart.UUID)
@@ -2552,6 +2565,8 @@ namespace OpenSim.Region.Environment.Scenes
{
part.SetGroup(GroupID, client);
}
HasGroupChanged = true;
}
ScheduleGroupForFullUpdate();