Merge branch 'master' into careminster-presence-refactor

This commit is contained in:
Melanie
2010-10-18 20:30:46 +01:00
13 changed files with 291 additions and 162 deletions

View File

@@ -39,6 +39,7 @@ using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Framework.Scenes
@@ -119,33 +120,29 @@ namespace OpenSim.Region.Framework.Scenes
/// <value>
/// Is this sop a root part?
/// </value>
[XmlIgnore]
public bool IsRoot
{
get { return ParentGroup.RootPart == this; }
}
// use only one serializer to give the runtime a chance to optimize it (it won't do that if you
// use a new instance every time)
private static XmlSerializer serializer = new XmlSerializer(typeof (SceneObjectPart));
#region Fields
public bool AllowedDrop;
[XmlIgnore]
public bool DIE_AT_EDGE;
[XmlIgnore]
public bool RETURN_AT_EDGE;
[XmlIgnore]
public bool BlockGrab;
[XmlIgnore]
public bool StatusSandbox;
[XmlIgnore]
public Vector3 StatusSandboxPos;
// TODO: This needs to be persisted in next XML version update!
@@ -167,33 +164,34 @@ namespace OpenSim.Region.Framework.Scenes
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
// Not a big problem as long as the script that sets it remains in the prim on startup.
// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
[XmlIgnore]
public UUID Sound;
[XmlIgnore]
public byte SoundFlags;
[XmlIgnore]
public double SoundGain;
[XmlIgnore]
public double SoundRadius;
[XmlIgnore]
public uint TimeStampFull;
[XmlIgnore]
public uint TimeStampLastActivity; // Will be used for AutoReturn
[XmlIgnore]
public uint TimeStampTerse;
[XmlIgnore]
public UUID FromItemID;
[XmlIgnore]
public UUID FromFolderID;
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
// The following two are to hold the attachment data
// while an object is inworld
[XmlIgnore]
@@ -203,15 +201,18 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 AttachOffset = Vector3.Zero;
[XmlIgnore]
=======
>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
public int STATUS_ROTATE_X;
[XmlIgnore]
public int STATUS_ROTATE_Y;
[XmlIgnore]
public int STATUS_ROTATE_Z;
[XmlIgnore]
private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
/// <value>
@@ -220,68 +221,68 @@ namespace OpenSim.Region.Framework.Scenes
/// </value>
private UUID m_fromUserInventoryItemID;
[XmlIgnore]
public UUID FromUserInventoryItemID
{
get { return m_fromUserInventoryItemID; }
}
[XmlIgnore]
public bool IsAttachment;
[XmlIgnore]
public scriptEvents AggregateScriptEvents;
[XmlIgnore]
public UUID AttachedAvatar;
[XmlIgnore]
public Vector3 AttachedPos;
[XmlIgnore]
public uint AttachmentPoint;
[XmlIgnore]
public Vector3 RotationAxis = Vector3.One;
[XmlIgnore]
public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
// Certainly this must be a persistant setting finally
[XmlIgnore]
public bool IsWaitingForFirstSpinUpdatePacket;
[XmlIgnore]
public Quaternion SpinOldOrientation = Quaternion.Identity;
[XmlIgnore]
public Quaternion m_APIDTarget = Quaternion.Identity;
[XmlIgnore]
public float m_APIDDamp = 0;
[XmlIgnore]
public float m_APIDStrength = 0;
/// <summary>
/// This part's inventory
/// </summary>
[XmlIgnore]
public IEntityInventory Inventory
{
get { return m_inventory; }
}
protected SceneObjectPartInventory m_inventory;
[XmlIgnore]
public bool Undoing;
[XmlIgnore]
public bool IgnoreUndoUpdate = false;
[XmlIgnore]
private PrimFlags LocalFlags;
[XmlIgnore]
private float m_damage = -1.0f;
private byte[] m_TextureAnimation;
private byte m_clickAction;
@@ -289,9 +290,9 @@ namespace OpenSim.Region.Framework.Scenes
private string m_description = String.Empty;
private readonly List<uint> m_lastColliders = new List<uint>();
private int m_linkNum;
[XmlIgnore]
private int m_scriptAccessPin;
[XmlIgnore]
private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
private string m_sitName = String.Empty;
private Quaternion m_sitTargetOrientation = Quaternion.Identity;
@@ -562,7 +563,7 @@ namespace OpenSim.Region.Framework.Scenes
}
[XmlIgnore]
public Dictionary<int, string> CollisionFilter
{
get { return m_CollisionFilter; }
@@ -572,21 +573,21 @@ namespace OpenSim.Region.Framework.Scenes
}
}
[XmlIgnore]
public Quaternion APIDTarget
{
get { return m_APIDTarget; }
set { m_APIDTarget = value; }
}
[XmlIgnore]
public float APIDDamp
{
get { return m_APIDDamp; }
set { m_APIDDamp = value; }
}
[XmlIgnore]
public float APIDStrength
{
get { return m_APIDStrength; }
@@ -632,33 +633,41 @@ namespace OpenSim.Region.Framework.Scenes
set { m_LoopSoundSlavePrims = value; }
}
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
=======
>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
public Byte[] TextureAnimation
{
get { return m_TextureAnimation; }
set { m_TextureAnimation = value; }
}
<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
=======
>>>>>>> master:OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
public Byte[] ParticleSystem
{
get { return m_particleSystem; }
set { m_particleSystem = value; }
}
[XmlIgnore]
public DateTime Expires
{
get { return m_expires; }
set { m_expires = value; }
}
[XmlIgnore]
public DateTime Rezzed
{
get { return m_rezzed; }
set { m_rezzed = value; }
}
[XmlIgnore]
public float Damage
{
get { return m_damage; }
@@ -1043,7 +1052,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
[XmlIgnore]
public bool CreateSelected
{
get { return m_createSelected; }
@@ -1233,14 +1242,14 @@ namespace OpenSim.Region.Framework.Scenes
set { m_occupied = value; }
}
[XmlIgnore]
public UUID SitTargetAvatar
{
get { return m_sitTargetAvatar; }
set { m_sitTargetAvatar = value; }
}
[XmlIgnore]
public virtual UUID RegionID
{
get
@@ -1254,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes
}
private UUID _parentUUID = UUID.Zero;
[XmlIgnore]
public UUID ParentUUID
{
get
@@ -1268,7 +1277,7 @@ namespace OpenSim.Region.Framework.Scenes
set { _parentUUID = value; }
}
[XmlIgnore]
public string SitAnimation
{
get { return m_sitAnimation; }
@@ -1884,7 +1893,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="xmlReader"></param>
/// <returns></returns>
public static SceneObjectPart FromXml(XmlReader xmlReader)
public static SceneObjectPart FromXml(XmlTextReader xmlReader)
{
return FromXml(UUID.Zero, xmlReader);
}
@@ -1895,9 +1904,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="fromUserInventoryItemId">The inventory id from which this part came, if applicable</param>
/// <param name="xmlReader"></param>
/// <returns></returns>
public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlReader xmlReader)
public static SceneObjectPart FromXml(UUID fromUserInventoryItemId, XmlTextReader xmlReader)
{
SceneObjectPart part = (SceneObjectPart)serializer.Deserialize(xmlReader);
SceneObjectPart part = SceneObjectSerializer.Xml2ToSOP(xmlReader);
part.m_fromUserInventoryItemID = fromUserInventoryItemId;
// for tempOnRez objects, we have to fix the Expire date.
@@ -4087,9 +4096,9 @@ namespace OpenSim.Region.Framework.Scenes
/// Serialize this part to xml.
/// </summary>
/// <param name="xmlWriter"></param>
public void ToXml(XmlWriter xmlWriter)
public void ToXml(XmlTextWriter xmlWriter)
{
serializer.Serialize(xmlWriter, this);
SceneObjectSerializer.SOPToXml2(xmlWriter, this, new Dictionary<string, object>());
}
public void TriggerScriptChangedEvent(Changed val)