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authorJustin Clark-Casey (justincc)2010-09-07 00:34:06 +0100
committerMelanie2010-09-07 01:43:20 +0100
commit3d033520fafa1431c52086d741d1f3c7409bc6eb (patch)
treef16956aa3d2cac3ae325ffda621f2bd79b40310e /OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
parentAdd test that checks correct persistence when an unlink is quickly followed b... (diff)
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Fix deletion persistence when freshly delinked prims are removed
Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs21
1 files changed, 13 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 241cac0..916148b 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -111,11 +111,11 @@ namespace OpenSim.Region.Framework.Scenes
111 111
112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 112 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
113 { 113 {
114 m_log.Debug("[SCENE]: Starting send to inventory loop"); 114 m_log.Debug("[ASYNC DELETER]: Starting send to inventory loop");
115 115
116 while (InventoryDeQueueAndDelete()) 116 while (InventoryDeQueueAndDelete())
117 { 117 {
118 //m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing..."); 118 //m_log.Debug("[ASYNC DELETER]: Sent item successfully to inventory, continuing...");
119 } 119 }
120 } 120 }
121 121
@@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 137 x = m_inventoryDeletes.Dequeue();
138 138
139 m_log.DebugFormat( 139 m_log.DebugFormat(
140 "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left); 140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left);
141 141
142 try 142 try
143 { 143 {
@@ -152,7 +152,8 @@ namespace OpenSim.Region.Framework.Scenes
152 } 152 }
153 catch (Exception e) 153 catch (Exception e)
154 { 154 {
155 m_log.DebugFormat("Exception background sending object: " + e); 155 m_log.ErrorFormat(
156 "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
156 } 157 }
157 158
158 return true; 159 return true;
@@ -164,12 +165,16 @@ namespace OpenSim.Region.Framework.Scenes
164 // We can't put the object group details in here since the root part may have disappeared (which is where these sit). 165 // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
165 // FIXME: This needs to be fixed. 166 // FIXME: This needs to be fixed.
166 m_log.ErrorFormat( 167 m_log.ErrorFormat(
167 "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}", 168 "[ASYNC DELETER]: Queued sending of scene object to agent {0} {1} failed: {2} {3}",
168 (x != null ? x.remoteClient.Name : "unavailable"), (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"), e.ToString()); 169 (x != null ? x.remoteClient.Name : "unavailable"),
170 (x != null ? x.remoteClient.AgentId.ToString() : "unavailable"),
171 e.Message,
172 e.StackTrace);
169 } 173 }
170 174
171 m_log.Debug("[SCENE]: No objects left in inventory send queue."); 175 m_log.Debug("[ASYNC DELETER]: No objects left in inventory send queue.");
176
172 return false; 177 return false;
173 } 178 }
174 } 179 }
175} 180} \ No newline at end of file