seems to compile ( tests comented out)

This commit is contained in:
UbitUmarov
2015-09-02 19:54:53 +01:00
parent 371c9dd2af
commit a11edceb00
157 changed files with 1315 additions and 9792 deletions

View File

@@ -1928,7 +1928,7 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
}
*/
parentGroup.AdjustChildPrimPermissions();
parentGroup.AdjustChildPrimPermissions(false);
parentGroup.HasGroupChanged = true;
parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
parentGroup.ScheduleGroupForFullUpdate();
@@ -2066,7 +2066,7 @@ namespace OpenSim.Region.Framework.Scenes
// return unless the root is deleted. This will remove them
// from the database. They will be rewritten immediately,
// minus the rows for the unlinked child prims.
g.AdjustChildPrimPermissions();
g.AdjustChildPrimPermissions(false);
m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
g.TriggerScriptChangedEvent(Changed.LINK);
g.HasGroupChanged = true; // Persist
@@ -2154,13 +2154,8 @@ namespace OpenSim.Region.Framework.Scenes
if (m_parentScene.Permissions.CanDuplicateObject(
original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
{
<<<<<<< HEAD
m_log.WarnFormat(
"[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID);
=======
SceneObjectGroup copy = original.Copy(true);
copy.AbsolutePosition = copy.AbsolutePosition + offset;
>>>>>>> avn/ubitvar
if (original.OwnerID != AgentID)
{
@@ -2197,63 +2192,12 @@ namespace OpenSim.Region.Framework.Scenes
// PROBABLE END OF FIXME
<<<<<<< HEAD
// FIXME: This section needs to be refactored so that it just calls AddSceneObject()
Entities.Add(copy);
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID[copy.UUID] = copy;
SceneObjectPart[] children = copy.Parts;
lock (SceneObjectGroupsByFullPartID)
{
SceneObjectGroupsByFullPartID[copy.UUID] = copy;
foreach (SceneObjectPart part in children)
SceneObjectGroupsByFullPartID[part.UUID] = copy;
}
lock (SceneObjectGroupsByLocalPartID)
{
SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
foreach (SceneObjectPart part in children)
SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
}
// PROBABLE END OF FIXME
// Since we copy from a source group that is in selected
// state, but the copy is shown deselected in the viewer,
// We need to clear the selection flag here, else that
// prim never gets persisted at all. The client doesn't
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
m_numTotalPrim += copy.Parts.Length;
// Go through all parts (primitives and meshes) of this Scene Object
foreach (SceneObjectPart part in copy.Parts)
{
// Keep track of the total number of meshes or geometric primitives now in the scene;
// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
if (part.GetPrimType() == PrimType.SCULPT)
m_numMesh++;
else
m_numPrim++;
}
if (rot != Quaternion.Identity)
{
copy.UpdateGroupRotationR(rot);
}
=======
// Since we copy from a source group that is in selected
// state, but the copy is shown deselected in the viewer,
// We need to clear the selection flag here, else that
// prim never gets persisted at all. The client doesn't
// think it's selected, so it will never send a deselect...
copy.IsSelected = false;
>>>>>>> avn/ubitvar
m_numPrim += copy.Parts.Length;