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; }
/// <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); }