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authorMelanie2012-07-20 11:54:59 +0200
committerMelanie2012-07-20 11:54:59 +0200
commitfe99948c582cb7a9c0a999bbbc179f254b2e47c7 (patch)
tree259e24ae8b6b83777d9c6d27ceff345f42f13df9
parentminor: switch around mixed up circuit code and endpoint data in "show connect... (diff)
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Fix the order of operations on detach. The object must always be serialized
while still in the scene to avoid losing important script state. DeleteSceneObject can not be called before doing this!
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs16
1 files changed, 10 insertions, 6 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index d34a8f6..0f3b1e8 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -690,18 +690,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
690 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); 690 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
691 sp.RemoveAttachment(so); 691 sp.RemoveAttachment(so);
692 692
693 // We can only remove the script instances from the script engine after we've retrieved their xml state
694 // when we update the attachment item.
695 m_scene.DeleteSceneObject(so, false, false);
696
697 // Prepare sog for storage 693 // Prepare sog for storage
698 so.AttachedAvatar = UUID.Zero; 694 so.AttachedAvatar = UUID.Zero;
699 so.RootPart.SetParentLocalId(0); 695 so.RootPart.SetParentLocalId(0);
700 so.IsAttachment = false; 696 so.IsAttachment = false;
701 so.AbsolutePosition = so.RootPart.AttachedPos; 697
698 // We cannot use AbsolutePosition here because that would
699 // attempt to cross the prim as it is detached
700 so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
702 701
703 UpdateKnownItem(sp, so, true); 702 UpdateKnownItem(sp, so, true);
704 so.RemoveScriptInstances(true); 703
704 // This MUST happen AFTER serialization because it will
705 // either stop or remove the scripts. Both will cause scripts
706 // to be serialized in a stopped state with the true run
707 // state already lost.
708 m_scene.DeleteSceneObject(so, false, true);
705 } 709 }
706 710
707 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 711 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(