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authorJustin Clarke Casey2008-05-24 23:11:07 +0000
committerJustin Clarke Casey2008-05-24 23:11:07 +0000
commit0ee69707ea8c0948b79aeba5dbe078fe28dc6482 (patch)
treed470d18bdac7f6be37103710400bb4deb8f9871b /OpenSim/Region/Environment/Scenes/Scene.cs
parent* Refactor: Remove some unused methods in Scene/InnerScene (diff)
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* Refactor: Collapse some multiple remove object paths
* Push some delete functionality into InnerScene to match what's already there for adding objects
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs71
1 files changed, 29 insertions, 42 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index bbe8bd9..e30813c 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1335,22 +1335,40 @@ namespace OpenSim.Region.Environment.Scenes
1335 public void AddSceneObject(SceneObjectGroup sceneObject) 1335 public void AddSceneObject(SceneObjectGroup sceneObject)
1336 { 1336 {
1337 m_innerScene.AddSceneObject(sceneObject); 1337 m_innerScene.AddSceneObject(sceneObject);
1338 } 1338 }
1339 1339
1340 /// <summary> 1340 /// <summary>
1341 /// Remove an object from the scene 1341 /// Delete this object from the scene.
1342 /// </summary> 1342 /// </summary>
1343 /// <param name="sceneObject"></param> 1343 /// <param name="group"></param>
1344 public void RemoveSceneObject(SceneObjectGroup sceneObject) 1344 public void DeleteSceneObject(SceneObjectGroup group)
1345 { 1345 {
1346 if (Entities.ContainsKey(sceneObject.UUID)) 1346 SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
1347 if (rootPart.PhysActor != null)
1348 {
1349 PhysicsScene.RemovePrim(rootPart.PhysActor);
1350 rootPart.PhysActor = null;
1351 }
1352
1353 m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
1354 group.DeleteGroup();
1355
1356 if (m_innerScene.DeleteSceneObject(group.UUID))
1347 { 1357 {
1348 EventManager.TriggerObjectBeingRemovedFromScene(sceneObject); 1358 EventManager.TriggerObjectBeingRemovedFromScene(group);
1349 Entities.Remove(sceneObject.UUID);
1350 EventManager.TriggerParcelPrimCountTainted(); 1359 EventManager.TriggerParcelPrimCountTainted();
1351 m_innerScene.RemoveAPrimCount();
1352 } 1360 }
1353 } 1361
1362 group.DeleteParts();
1363
1364 // In case anybody else retains a reference to this group, signal deletion by changing the name
1365 // to null. We can't zero out the UUID because this is taken from the root part, which has already
1366 // been removed.
1367 // FIXME: This is a really poor temporary solution, since it still leaves plenty of scope for race
1368 // conditions where a user deletes an entity while it is being stored. Really, the update
1369 // code needs a redesign.
1370 group.Name = null;
1371 }
1354 1372
1355 public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset) 1373 public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset)
1356 { 1374 {
@@ -1411,7 +1429,7 @@ namespace OpenSim.Region.Environment.Scenes
1411 // We remove the object here 1429 // We remove the object here
1412 try 1430 try
1413 { 1431 {
1414 DeleteSceneObjectGroup(grp); 1432 DeleteSceneObject(grp);
1415 } 1433 }
1416 catch (Exception) 1434 catch (Exception)
1417 { 1435 {
@@ -1473,7 +1491,7 @@ namespace OpenSim.Region.Environment.Scenes
1473 // We remove the object here 1491 // We remove the object here
1474 try 1492 try
1475 { 1493 {
1476 DeleteSceneObjectGroup(grp); 1494 DeleteSceneObject(grp);
1477 } 1495 }
1478 catch (Exception) 1496 catch (Exception)
1479 { 1497 {
@@ -3142,37 +3160,6 @@ namespace OpenSim.Region.Environment.Scenes
3142 } 3160 }
3143 3161
3144 /// <summary> 3162 /// <summary>
3145 /// Delete this object from the scene.
3146 /// </summary>
3147 /// <param name="group"></param>
3148 public void DeleteSceneObjectGroup(SceneObjectGroup group)
3149 {
3150 SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
3151 if (rootPart.PhysActor != null)
3152 {
3153 PhysicsScene.RemovePrim(rootPart.PhysActor);
3154 rootPart.PhysActor = null;
3155 }
3156
3157 m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
3158 group.DeleteGroup();
3159
3160 lock (Entities)
3161 {
3162 RemoveSceneObject(group);
3163 }
3164 group.DeleteParts();
3165
3166 // In case anybody else retains a reference to this group, signal deletion by changing the name
3167 // to null. We can't zero out the UUID because this is taken from the root part, which has already
3168 // been removed.
3169 // FIXME: This is a really poor temporary solution, since it still leaves plenty of scope for race
3170 // conditions where a user deletes an entity while it is being stored. Really, the update
3171 // code needs a redesign.
3172 group.Name = null;
3173 }
3174
3175 /// <summary>
3176 /// 3163 ///
3177 /// </summary> 3164 /// </summary>
3178 /// <param name="action"></param> 3165 /// <param name="action"></param>