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author | Justin Clarke Casey | 2008-11-07 18:52:28 +0000 |
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committer | Justin Clarke Casey | 2008-11-07 18:52:28 +0000 |
commit | cd96a339760ca1bd85c012d73cf92cee366a6b9e (patch) | |
tree | 7c2a3b3b4ecba3c8e057d65784c4fd6c587e14d9 | |
parent | * refactor: allocate local ids to prims only when an object is attached to a ... (diff) | |
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* Stop now unnecessary separate local id allocation for restored objects
* remove a debug line I accidentally left in there
-rw-r--r-- | OpenSim/Region/Environment/Scenes/InnerScene.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 4 |
2 files changed, 2 insertions, 9 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 6c0f57b..2f7ca21 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs | |||
@@ -197,13 +197,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
197 | protected internal bool AddRestoredSceneObject( | 197 | protected internal bool AddRestoredSceneObject( |
198 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) | 198 | SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) |
199 | { | 199 | { |
200 | foreach (SceneObjectPart part in sceneObject.Children.Values) | ||
201 | { | ||
202 | part.LocalId = m_parentScene.PrimIDAllocate(); | ||
203 | } | ||
204 | |||
205 | sceneObject.UpdateParentIDs(); | ||
206 | |||
207 | if (!alreadyPersisted) | 200 | if (!alreadyPersisted) |
208 | { | 201 | { |
209 | sceneObject.ForceInventoryPersistence(); | 202 | sceneObject.ForceInventoryPersistence(); |
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 5926445..2c559a3 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -578,7 +578,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
578 | 578 | ||
579 | //UpdateParentIDs(); | 579 | //UpdateParentIDs(); |
580 | 580 | ||
581 | // No need to lock here since part isn't yet in a scene | 581 | // No need to lock here since the object isn't yet in a scene |
582 | foreach (SceneObjectPart part in m_parts.Values) | 582 | foreach (SceneObjectPart part in m_parts.Values) |
583 | { | 583 | { |
584 | if (Object.ReferenceEquals(part, m_rootPart)) | 584 | if (Object.ReferenceEquals(part, m_rootPart)) |
@@ -586,7 +586,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
586 | 586 | ||
587 | part.LocalId = m_scene.PrimIDAllocate(); | 587 | part.LocalId = m_scene.PrimIDAllocate(); |
588 | part.ParentID = m_rootPart.LocalId; | 588 | part.ParentID = m_rootPart.LocalId; |
589 | m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); | 589 | //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); |
590 | } | 590 | } |
591 | 591 | ||
592 | ApplyPhysics(m_scene.m_physicalPrim); | 592 | ApplyPhysics(m_scene.m_physicalPrim); |