From 38cfc9366ce264d2aeb6409df48be7cecc348952 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 25 Jan 2010 21:51:58 +0000
Subject: Fix a problem where llDie() calls were sometimes leaving dead objects
behind.
When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
---
OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | 12 ++++++++++--
1 file changed, 10 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region/Framework/Interfaces')
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 67395fa..eeb5102 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -77,7 +77,11 @@ namespace OpenSim.Region.Framework.Interfaces
///
/// Stop all the scripts in this entity.
///
- void RemoveScriptInstances();
+ ///
+ /// Should be true if these scripts are being removed because the scene
+ /// object is being deleted. This will prevent spurious updates to the client.
+ ///
+ void RemoveScriptInstances(bool sceneObjectBeingDeleted);
///
/// Start a script which is in this entity's inventory.
@@ -103,7 +107,11 @@ namespace OpenSim.Region.Framework.Interfaces
/// Stop a script which is in this prim's inventory.
///
///
- void RemoveScriptInstance(UUID itemId);
+ ///
+ /// Should be true if these scripts are being removed because the scene
+ /// object is being deleted. This will prevent spurious updates to the client.
+ ///
+ void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted);
///
/// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
--
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