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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 2ca0342..d2d4acd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1991,14 +1991,14 @@ namespace OpenSim.Region.Framework.Scenes
1991 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 1991 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1992 public void LinkToGroup(SceneObjectGroup objectGroup) 1992 public void LinkToGroup(SceneObjectGroup objectGroup)
1993 { 1993 {
1994 // Make sure we have sent any pending unlinks or stuff.
1994 if (objectGroup.RootPart.UpdateFlag > 0) 1995 if (objectGroup.RootPart.UpdateFlag > 0)
1995 { 1996 {
1996 // I've never actually seen this happen, though I think it's theoretically possible
1997 m_log.WarnFormat( 1997 m_log.WarnFormat(
1998 "[SCENE OBJECT GROUP]: Aborted linking {0}, {1} to {2}, {3} as it has yet to finish delinking", 1998 "[SCENE OBJECT GROUP]: Forcing send of linkset {0}, {1} to {2}, {3} as its still waiting.",
1999 objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 1999 objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
2000 2000
2001 return; 2001 objectGroup.RootPart.SendScheduledUpdates();
2002 } 2002 }
2003 2003
2004// m_log.DebugFormat( 2004// m_log.DebugFormat(