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-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs16
1 files changed, 10 insertions, 6 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index e0df288..0fc467b 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -411,6 +411,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
411 /// <summary> 411 /// <summary>
412 /// Rez an object into the scene from the user's inventory 412 /// Rez an object into the scene from the user's inventory
413 /// </summary> 413 /// </summary>
414 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
415 /// things to the scene. The caller should be doing that, I think.
414 /// <param name="remoteClient"></param> 416 /// <param name="remoteClient"></param>
415 /// <param name="itemID"></param> 417 /// <param name="itemID"></param>
416 /// <param name="RayEnd"></param> 418 /// <param name="RayEnd"></param>
@@ -500,13 +502,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
500 group.RootPart.IsAttachment = true; 502 group.RootPart.IsAttachment = true;
501 } 503 }
502 504
503 m_Scene.AddNewSceneObject(group, true); 505 // For attachments, we must make sure that only a single object update occurs after we've finished
506 // all the necessary operations.
507 m_Scene.AddNewSceneObject(group, true, false);
504 508
505 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); 509 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
506 // if attachment we set it's asset id so object updates can reflect that 510 // if attachment we set it's asset id so object updates can reflect that
507 // if not, we set it's position in world. 511 // if not, we set it's position in world.
508 if (!attachment) 512 if (!attachment)
509 { 513 {
514 group.ScheduleGroupForFullUpdate();
515
510 float offsetHeight = 0; 516 float offsetHeight = 0;
511 pos = m_Scene.GetNewRezLocation( 517 pos = m_Scene.GetNewRezLocation(
512 RayStart, RayEnd, RayTargetID, Quaternion.Identity, 518 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
@@ -562,6 +568,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
562 part.GroupMask = 0; // DO NOT propagate here 568 part.GroupMask = 0; // DO NOT propagate here
563 } 569 }
564 } 570 }
571
565 group.ApplyNextOwnerPermissions(); 572 group.ApplyNextOwnerPermissions();
566 } 573 }
567 } 574 }
@@ -569,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
569 foreach (SceneObjectPart part in partList) 576 foreach (SceneObjectPart part in partList)
570 { 577 {
571 if (part.OwnerID != item.Owner) 578 if (part.OwnerID != item.Owner)
572 { 579 {
573 part.LastOwnerID = part.OwnerID; 580 part.LastOwnerID = part.OwnerID;
574 part.OwnerID = item.Owner; 581 part.OwnerID = item.Owner;
575 part.Inventory.ChangeInventoryOwner(item.Owner); 582 part.Inventory.ChangeInventoryOwner(item.Owner);
@@ -591,10 +598,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
591 { 598 {
592 group.ClearPartAttachmentData(); 599 group.ClearPartAttachmentData();
593 } 600 }
594 } 601
595
596 if (!attachment)
597 {
598 // Fire on_rez 602 // Fire on_rez
599 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0); 603 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0);
600 604