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author | Justin Clark-Casey (justincc) | 2014-04-02 00:58:33 +0100 |
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committer | Justin Clark-Casey (justincc) | 2014-04-02 00:58:33 +0100 |
commit | 0af8886400e56cfbc2efc0d6a8ab01eb289b4e52 (patch) | |
tree | edd6ccc86d800964d27f7a034e8381f5cb03abd9 /OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |
parent | Merge branch 'master' of /home/opensim/src/opensim (diff) | |
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Fix problem where moving an object to another region on the same simulator was failing, with the object returning to its original position.
Root cause was that PrimLimitsModule was not properly handling the case where the parcel it was asked to check was outside the current region's bounds.
If this is the case, we can abort the check since the receiving region will perform it.
Added a regression test for this case.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs index 8b4d231..18cec6c 100644 --- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs +++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs | |||
@@ -58,8 +58,6 @@ namespace OpenSim.Region.OptionalModules | |||
58 | 58 | ||
59 | public void Initialise(IConfigSource config) | 59 | public void Initialise(IConfigSource config) |
60 | { | 60 | { |
61 | //IConfig myConfig = config.Configs["Startup"]; | ||
62 | |||
63 | string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules", | 61 | string permissionModules = Util.GetConfigVarFromSections<string>(config, "permissionmodules", |
64 | new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule"); | 62 | new string[] { "Startup", "Permissions" }, "DefaultPermissionsModule"); |
65 | 63 | ||
@@ -129,6 +127,11 @@ namespace OpenSim.Region.OptionalModules | |||
129 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); | 127 | ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); |
130 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); | 128 | ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); |
131 | 129 | ||
130 | // newParcel will be null only if it outside of our current region. If this is the case, then the | ||
131 | // receiving permissions will perform the check. | ||
132 | if (newParcel == null) | ||
133 | return true; | ||
134 | |||
132 | int usedPrims = newParcel.PrimCounts.Total; | 135 | int usedPrims = newParcel.PrimCounts.Total; |
133 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); | 136 | int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); |
134 | 137 | ||