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authorMelanie2011-11-06 20:45:07 +0000
committerMelanie2011-11-06 20:45:07 +0000
commit84a61cd00b41f700461c182731a9c5a71719a5f5 (patch)
tree33803dd7de7331d3c0dedcdcb81575a624067a27 /OpenSim/Region/Framework
parentMerge branch 'master' into bigmerge (diff)
parentSmall preformance tweak (diff)
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Merge branch 'bigmerge' of ssh://melanie@3dhosting.de/var/git/careminster into bigmerge
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs11
2 files changed, 9 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 12688bd..218f2c5 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes
109 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 { 110 {
111 killIDs.Add(g.LocalId); 111 killIDs.Add(g.LocalId);
112 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(true);
113 } 113 }
114 114
115 m_scene.SendKillObject(killIDs); 115 m_scene.SendKillObject(killIDs);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 07e303f..309f543 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -1122,14 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
1122 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
1123 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
1124 { 1124 {
1125 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
1126 { 1126// child prim from the database and the subsequent storing of the prim sees
1127// the inventory of it as unchanged and doesn't store it at all. The overhead
1128// of storing prim inventory needlessly is much less than the aggravation
1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1127 Items.LockItemsForRead(true); 1132 Items.LockItemsForRead(true);
1128 datastore.StorePrimInventory(m_part.UUID, Items.Values); 1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1129 Items.LockItemsForRead(false); 1134 Items.LockItemsForRead(false);
1130 1135
1131 HasInventoryChanged = false; 1136 HasInventoryChanged = false;
1132 } 1137// }
1133 } 1138 }
1134 1139
1135 public class InventoryStringBuilder 1140 public class InventoryStringBuilder