Пример #1
0
        /// <summary>
        ///     Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs(ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();
            foreach (ISceneChildEntity child in children)
            {
                UUID oldID = child.UUID;
                child.ResetEntityIDs();
                entity.AddChild(child, child.LinkNum);
            }
            //This clears the xml file, which will need rebuilt now that we have changed the UUIDs
            entity.HasGroupChanged = true;
            foreach (ISceneChildEntity child in children)
            {
                if (!child.IsRoot)
                {
                    child.SetParentLocalId(entity.RootChild.LocalId);
                }
            }
        }
Пример #2
0
        /// <summary>
        ///     Add the Entity to the Scene and back it up, but do NOT reset its ID's
        /// </summary>
        /// <param name="entity"></param>
        /// <param name="force"></param>
        /// <returns></returns>
        public bool RestorePrimToScene(ISceneEntity entity, bool force)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();

            foreach (ISceneChildEntity child in children)
            {
                if (child.LocalId == 0)
                    child.LocalId = AllocateLocalId();
                if (((SceneObjectPart) child).PhysActor != null)
                {
                    ((SceneObjectPart) child).PhysActor.LocalID = child.LocalId;
                    ((SceneObjectPart) child).PhysActor.UUID = child.UUID;
                }
                child.Flags &= ~PrimFlags.Scripted;
                child.TrimPermissions();
                entity.AddChild(child, child.LinkNum);
            }
            //Tell the entity that they are being added to a scene
            entity.AttachToScene(m_parentScene);
            //Now save the entity that we have 
            bool success = AddEntity(entity, false);

            if (force && !success)
            {
                IBackupModule backup = m_parentScene.RequestModuleInterface<IBackupModule>();
                backup.DeleteSceneObjects(new ISceneEntity[1] {entity}, false, true);
                return RestorePrimToScene(entity, false);
            }
            return success;
        }
Пример #3
0
        /// <summary>
        /// Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs (ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();

            foreach (ISceneChildEntity child in children)
            {
                child.ResetEntityIDs();
                entity.AddChild(child, child.LinkNum);
            }
        }
Пример #4
0
        /// <summary>
        /// Add the Entity to the Scene and back it up, but do NOT reset its ID's
        /// </summary>
        /// <param name="entity"></param>
        /// <returns></returns>
        public bool RestorePrimToScene(ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();

            foreach (ISceneChildEntity child in children)
            {
                if (((SceneObjectPart)child).PhysActor != null)
                    ((SceneObjectPart)child).PhysActor.LocalID = child.LocalId;
                if (child.LocalId == 0)
                    child.LocalId = AllocateLocalId();
                entity.AddChild(child, child.LinkNum);
            }
            //Tell the entity that they are being added to a scene
            entity.AttachToScene(m_parentScene);
            //Now save the entity that we have 
            return AddEntity(entity, false);
        }
Пример #5
0
        /// <summary>
        /// Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs (ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();
            IComponentManager manager = m_parentScene.RequestModuleInterface<IComponentManager> ();
            foreach (ISceneChildEntity child in children)
            {
                UUID oldID = child.UUID;
                child.ResetEntityIDs();
                entity.AddChild (child, child.LinkNum);
                if (manager != null)
                    manager.ResetComponentIDsToNewObject (oldID, child);
            }
            //This clears the xml file, which will need rebuilt now that we have changed the UUIDs
            entity.HasGroupChanged = true;
            foreach (ISceneChildEntity child in children)
            {
                if(!child.IsRoot)
                {
                    child.SetParentLocalId (entity.RootChild.LocalId);
                }
            }
        }
Пример #6
0
        /// <summary>
        /// Reset all of the UUID's, localID's, etc in this group (includes children)
        /// </summary>
        /// <param name="entity"></param>
        private void ResetEntityIDs (ISceneEntity entity)
        {
            List<ISceneChildEntity> children = entity.ChildrenEntities ();
            //Sort so that we rebuild in the same order and the root being first
            children.Sort(LinkSetSorter);

            entity.ClearChildren();
            IComponentManager manager = m_parentScene.RequestModuleInterface<IComponentManager> ();
            foreach (ISceneChildEntity child in children)
            {
                UUID oldID = child.UUID;
                child.ResetEntityIDs();
                entity.AddChild (child, child.LinkNum);
                if (manager != null)
                    manager.ResetComponentIDsToNewObject (oldID, child);
            }
        }