diff options
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs | 23 |
1 files changed, 1 insertions, 22 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs index 59ffded..1bddf25 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs | |||
@@ -179,13 +179,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
179 | taskItem.InvType = item.invType; | 179 | taskItem.InvType = item.invType; |
180 | part.AddInventoryItem(taskItem); | 180 | part.AddInventoryItem(taskItem); |
181 | 181 | ||
182 | // It might seem somewhat crude to update the whole group for a single prim inventory change, | ||
183 | // but it's possible that other prim inventory changes will take place before the region | ||
184 | // persistence thread visits this object. In the future, changes can be signalled at a more | ||
185 | // granular level, or we could let the datastore worry about whether prims have really | ||
186 | // changed since they were last persisted. | ||
187 | HasGroupChanged = true; | ||
188 | |||
189 | return true; | 182 | return true; |
190 | } | 183 | } |
191 | else | 184 | else |
@@ -234,14 +227,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
234 | SceneObjectPart part = GetChildPart(item.ParentPartID); | 227 | SceneObjectPart part = GetChildPart(item.ParentPartID); |
235 | if (part != null) | 228 | if (part != null) |
236 | { | 229 | { |
237 | part.UpdateInventoryItem(item); | 230 | part.UpdateInventoryItem(item); |
238 | |||
239 | // It might seem somewhat crude to update the whole group for a single prim inventory change, | ||
240 | // but it's possible that other prim inventory changes will take place before the region | ||
241 | // persistence thread visits this object. In the future, changes can be signalled at a more | ||
242 | // granular level, or we could let the datastore worry about whether prims have really | ||
243 | // changed since they were last persisted. | ||
244 | HasGroupChanged = true; | ||
245 | 231 | ||
246 | return true; | 232 | return true; |
247 | } | 233 | } |
@@ -263,13 +249,6 @@ namespace OpenSim.Region.Environment.Scenes | |||
263 | { | 249 | { |
264 | int type = part.RemoveInventoryItem(itemID); | 250 | int type = part.RemoveInventoryItem(itemID); |
265 | 251 | ||
266 | // It might seem somewhat crude to update the whole group for a single prim inventory change, | ||
267 | // but it's possible that other prim inventory changes will take place before the region | ||
268 | // persistence thread visits this object. In the future, changes can be signalled at a more | ||
269 | // granular level, or we could let the datastore worry about whether prims have really | ||
270 | // changed since they were last persisted. | ||
271 | HasGroupChanged = true; | ||
272 | |||
273 | return type; | 252 | return type; |
274 | } | 253 | } |
275 | 254 | ||