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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
159 lines
4.8 KiB
C#
159 lines
4.8 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Runtime.Serialization;
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using System.Security.Permissions;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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public abstract class EntityBase : ISceneEntity
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{
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/// <summary>
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/// The scene to which this entity belongs
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/// </summary>
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public Scene Scene
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{
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get { return m_scene; }
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}
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protected Scene m_scene;
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protected UUID m_uuid;
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public virtual UUID UUID
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{
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get { return m_uuid; }
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set { m_uuid = value; }
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}
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protected string m_name;
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/// <summary>
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/// The name of this entity
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/// </summary>
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public virtual string Name
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{
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get { return m_name; }
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set { m_name = value; }
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}
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/// <summary>
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/// Signals whether this entity was in a scene but has since been removed from it.
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/// </summary>
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public bool IsDeleted
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{
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get { return m_isDeleted; }
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set { m_isDeleted = value; }
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}
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protected bool m_isDeleted;
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protected Vector3 m_pos;
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/// <summary>
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///
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/// </summary>
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public virtual Vector3 AbsolutePosition
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{
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get { return m_pos; }
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set { m_pos = value; }
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}
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protected Vector3 m_velocity;
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protected Vector3 m_rotationalvelocity;
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/// <summary>
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/// Current velocity of the entity.
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/// </summary>
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public virtual Vector3 Velocity
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{
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get { return m_velocity; }
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set { m_velocity = value; }
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}
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protected uint m_localId;
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public virtual uint LocalId
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{
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get { return m_localId; }
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set { m_localId = value; }
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}
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/// <summary>
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/// Creates a new Entity (should not occur on it's own)
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/// </summary>
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public EntityBase()
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{
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m_name = "(basic entity)";
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}
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/// <summary>
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///
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/// </summary>
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public abstract void UpdateMovement();
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/// <summary>
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/// Performs any updates that need to be done at each frame, as opposed to immediately.
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/// These included scheduled updates and updates that occur due to physics processing.
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/// </summary>
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public abstract void Update();
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/// <summary>
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/// Copies the entity
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/// </summary>
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/// <returns></returns>
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public virtual EntityBase Copy()
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{
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return (EntityBase) MemberwiseClone();
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}
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}
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//Nested Classes
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public class EntityIntersection
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{
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public Vector3 ipoint = new Vector3(0, 0, 0);
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public Vector3 normal = new Vector3(0, 0, 0);
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public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
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public int face = -1;
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public bool HitTF = false;
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public SceneObjectPart obj;
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public float distance = 0;
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public EntityIntersection()
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{
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}
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public EntityIntersection(Vector3 _ipoint, Vector3 _normal, bool _HitTF)
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{
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ipoint = _ipoint;
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normal = _normal;
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HitTF = _HitTF;
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}
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}
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}
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