Freeze also synchronized avatars when editing an attachment.
On the removal of permYouOwner(): Calling permYouOwner() to determine if an attachment is yours is not correct: grid gods (and that includes BEFORE requesting admin status) are marked as owner of everything in their sim. The reason for that is that otherwise, <Melanie_T> if they only had it when actually godding u, the viewer would have to have an option to either show the proper menus (it doesn't) or allow the sim to refresh the object flags without full object updates (it hasn't). <Melanie_T> gods often have to act fast, for instance with griefers. Having transition to god mode take as long as a full rez just isn't an option, apart from the sim load caused by resending all objects. <Melanie_T> Then i tried resending only the object that was selected but there the arriving object update would close the pie menu. So you right-click a prim and the pie menu would close again. The result has always been that if you are on your own sim, in opensim, and select an attachment on another avatar, then YOU would freeze, not the selected avatar. This patch fixes that "opensim related" bug as well.
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@@ -1257,6 +1257,44 @@ void LLMotionController::refresh_hidden(void)
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}
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}
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}
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void LLMotionController::pauseAllSyncedCharacters(std::vector<LLAnimPauseRequest>& avatar_pause_handles)
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{
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// Run over all motions.
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for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ++iter)
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{
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LLMotion* motionp = *iter;
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AISyncServer* server = motionp->server();
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if (server && !server->never_synced() && motionp->isActive()) // Skip motions that aren't synchronized at all or that are not active.
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{
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// Run over all clients of the found servers.
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AISyncServer::client_list_t const& clients = server->getClients();
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for (AISyncServer::client_list_t::const_iterator client = clients.begin(); client != clients.end(); ++client)
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{
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LLMotion* motion = dynamic_cast<LLMotion*>(client->mClientPtr);
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if (!motion)
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{
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continue;
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}
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LLMotionController* controller = motion->getController();
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if (controller == this)
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{
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continue;
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}
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controller->requestPause(avatar_pause_handles);
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}
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}
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}
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}
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void LLMotionController::requestPause(std::vector<LLAnimPauseRequest>& avatar_pause_handles)
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{
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if (mCharacter)
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{
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mCharacter->requestPause(avatar_pause_handles);
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}
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}
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//</singu>
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//-----------------------------------------------------------------------------
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