Merge branch 'master' into careminster-presence-refactor

This commit is contained in:
Melanie
2010-08-10 19:49:35 +01:00
11 changed files with 153 additions and 132 deletions

View File

@@ -151,8 +151,17 @@ namespace OpenSim.Region.Framework.Scenes
// TODO: This needs to be persisted in next XML version update!
[XmlIgnore]
public int[] PayPrice = {-2,-2,-2,-2,-2};
[XmlIgnore]
public PhysicsActor PhysActor;
public PhysicsActor PhysActor
{
get { return m_physActor; }
set
{
// m_log.DebugFormat("[SOP]: PhysActor set to {0} for {1} {2}", value, Name, UUID);
m_physActor = value;
}
}
//Xantor 20080528 Sound stuff:
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
@@ -307,6 +316,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
private byte m_updateFlag;
private PhysicsActor m_physActor;
protected Vector3 m_acceleration;
protected Vector3 m_angularVelocity;
@@ -406,7 +416,7 @@ namespace OpenSim.Region.Framework.Scenes
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
_flags = 0;
Flags = 0;
CreateSelected = true;
TrimPermissions();
@@ -434,7 +444,7 @@ namespace OpenSim.Region.Framework.Scenes
private uint _groupMask = (uint)PermissionMask.None;
private uint _everyoneMask = (uint)PermissionMask.None;
private uint _nextOwnerMask = (uint)PermissionMask.All;
private PrimFlags _flags = 0;
private PrimFlags _flags = PrimFlags.None;
private DateTime m_expires;
private DateTime m_rezzed;
private bool m_createSelected = false;
@@ -485,10 +495,14 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// This is idential to the Flags property, except that the returned value is uint rather than PrimFlags
/// </summary>
[Obsolete("Use Flags property instead")]
public uint ObjectFlags
{
get { return (uint)_flags; }
set { _flags = (PrimFlags)value; }
get { return (uint)Flags; }
set { Flags = (PrimFlags)value; }
}
public UUID UUID
@@ -1026,7 +1040,11 @@ namespace OpenSim.Region.Framework.Scenes
public bool CreateSelected
{
get { return m_createSelected; }
set { m_createSelected = value; }
set
{
// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
m_createSelected = value;
}
}
#endregion
@@ -1194,7 +1212,11 @@ namespace OpenSim.Region.Framework.Scenes
public PrimFlags Flags
{
get { return _flags; }
set { _flags = value; }
set
{
// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
_flags = value;
}
}
[XmlIgnore]
@@ -1329,7 +1351,7 @@ namespace OpenSim.Region.Framework.Scenes
if ((ObjectFlags & (uint) flag) == 0)
{
//m_log.Debug("Adding flag: " + ((PrimFlags) flag).ToString());
_flags |= flag;
Flags |= flag;
if (flag == PrimFlags.TemporaryOnRez)
ResetExpire();
@@ -1554,7 +1576,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
m_log.DebugFormat("[SPEW]: physics actor is null for {0} with parent {1}", UUID, this.ParentGroup.UUID);
m_log.DebugFormat("[SOP]: physics actor is null for {0} with parent {1}", UUID, this.ParentGroup.UUID);
}
}
}
@@ -1824,7 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
/// that's not wholesome. Had to make Scene public
//PhysActor = null;
if ((ObjectFlags & (uint)PrimFlags.Phantom) == 0)
if ((Flags & PrimFlags.Phantom) == 0)
{
if (UsePhysics)
{
@@ -1971,12 +1993,14 @@ namespace OpenSim.Region.Framework.Scenes
}
public uint GetEffectiveObjectFlags()
{
PrimFlags f = _flags;
if (m_parentGroup == null || m_parentGroup.RootPart == this)
f &= ~(PrimFlags.Touch | PrimFlags.Money);
{
// Commenting this section of code out since it doesn't actually do anything, as enums are handled by
// value rather than reference
// PrimFlags f = _flags;
// if (m_parentGroup == null || m_parentGroup.RootPart == this)
// f &= ~(PrimFlags.Touch | PrimFlags.Money);
return (uint)_flags | (uint)LocalFlags;
return (uint)Flags | (uint)LocalFlags;
}
public Vector3 GetGeometricCenter()
@@ -2733,10 +2757,10 @@ namespace OpenSim.Region.Framework.Scenes
public void RemFlag(PrimFlags flag)
{
// PrimFlags prevflag = Flags;
if ((ObjectFlags & (uint) flag) != 0)
if ((Flags & flag) != 0)
{
//m_log.Debug("Removing flag: " + ((PrimFlags)flag).ToString());
_flags &= ~flag;
Flags &= ~flag;
}
//m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
//ScheduleFullUpdate();
@@ -2999,10 +3023,10 @@ namespace OpenSim.Region.Framework.Scenes
if (remoteClient.AgentId == _ownerID)
{
if ((uint) (_flags & PrimFlags.CreateSelected) != 0)
if ((Flags & PrimFlags.CreateSelected) != 0)
{
clientFlags |= (uint) PrimFlags.CreateSelected;
_flags &= ~PrimFlags.CreateSelected;
Flags &= ~PrimFlags.CreateSelected;
}
}
//bool isattachment = IsAttachment;
@@ -3308,6 +3332,7 @@ namespace OpenSim.Region.Framework.Scenes
texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
tex.FaceTextures[face].RGBA = texcolor;
UpdateTexture(tex);
TriggerScriptChangedEvent(Changed.COLOR);
return;
}
else if (face == ALL_SIDES)
@@ -3329,6 +3354,7 @@ namespace OpenSim.Region.Framework.Scenes
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTexture(tex);
TriggerScriptChangedEvent(Changed.COLOR);
return;
}
}