Beispiel #1
0
        public override void PostUpdateBySync(HashSet <SyncableProperties.Type> updatedProperties)
        {
            ScenePresence sp = (ScenePresence)SceneThing;

            if (sp == null)
            {
                DebugLog.ErrorFormat("{0}: PostUpdateBySync: update properties received before new scene presence created. UUID={1}",
                                     LogHeader, this.UUID.ToString());
                return;
            }

            // If we received a change in animations, need to send out the change.

            // Here is where we may need to force sending of updated properties, appearance, etc
            sp.Updated = true;
        }
Beispiel #2
0
        /// <summary>
        /// This function should only be triggered when an update update is received (i.e.
        /// triggered by remote update instead of local update).
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="property"></param>
        private void SetPropertyValue(ScenePresence sp, SyncedProperty syncedProperty)
        {
            if (sp == null)
            {
                return;
            }

            SyncableProperties.Type property = syncedProperty.Property;

            if (syncedProperty == null)
            {
                DebugLog.ErrorFormat("{0}: SetPropertyValue: property {1} not in sync cache for uuid {2}. ", LogHeader, property, UUID);
                return;
            }

            SetPropertyValue(sp, property, syncedProperty);
        }