diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs index 7509686..eae6d6f 100644 --- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs +++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs | |||
@@ -94,19 +94,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
94 | m_inventoryDeletes.Enqueue(dtis); | 94 | m_inventoryDeletes.Enqueue(dtis); |
95 | } | 95 | } |
96 | 96 | ||
97 | if (Enabled) | ||
98 | lock (m_inventoryTicker) | ||
99 | m_inventoryTicker.Start(); | ||
100 | |||
101 | // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object | ||
102 | // has gone to inventory, it will reappear in the region again on restart instead of being lost. | ||
103 | // This is not ideal since the object will still be available for manipulation when it should be, but it's | ||
104 | // better than losing the object for now. | ||
105 | if (permissionToDelete) | 97 | if (permissionToDelete) |
106 | { | 98 | { |
107 | foreach (SceneObjectGroup g in objectGroups) | 99 | foreach (SceneObjectGroup g in objectGroups) |
108 | g.DeleteGroupFromScene(false); | 100 | g.DeleteGroupFromScene(false); |
109 | } | 101 | } |
102 | |||
103 | if (Enabled) | ||
104 | lock (m_inventoryTicker) | ||
105 | m_inventoryTicker.Start(); | ||
110 | } | 106 | } |
111 | 107 | ||
112 | private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) | 108 | private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) |