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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Scene m_scene = null;
public string Name { get { return "Attachments Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source) {}
public void AddRegion(Scene scene)
{
m_scene = scene;
m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
}
public void RemoveRegion(Scene scene)
{
m_scene.UnregisterModuleInterface<IAttachmentsModule>(this);
m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
}
public void RegionLoaded(Scene scene) {}
public void Close()
{
RemoveRegion(m_scene);
}
public void SubscribeToClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory;
client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory;
client.OnObjectAttach += AttachObject;
client.OnObjectDetach += DetachObject;
client.OnDetachAttachmentIntoInv += ShowDetachInUserInventory;
}
public void UnsubscribeFromClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory;
client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory;
client.OnObjectAttach -= AttachObject;
client.OnObjectDetach -= DetachObject;
client.OnDetachAttachmentIntoInv -= ShowDetachInUserInventory;
}
/// <summary>
/// Called by client
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="objectLocalID"></param>
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
{
m_log.Debug("[ATTACHMENTS MODULE]: Invoking AttachObject");
try
{
// If we can't take it, we can't attach it!
SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
if (part == null)
return;
if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId))
return;
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
AttachmentPt &= 0x7f;
// Calls attach with a Zero position
if (AttachObject(remoteClient, part.ParentGroup, AttachmentPt, false))
{
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
// Save avatar attachment information
m_log.Info(
"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
+ ", AttachmentPoint: " + AttachmentPt);
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
}
}
catch (Exception e)
{
m_log.DebugFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}", e);
}
}
public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent)
{
Vector3 attachPos = group.AbsolutePosition;
if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
{
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
AttachmentPt &= 0x7f;
// If the attachment point isn't the same as the one previously used
// set it's offset position = 0 so that it appears on the attachment point
// and not in a weird location somewhere unknown.
if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
{
attachPos = Vector3.Zero;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (AttachmentPt == 0)
{
// Check object for stored attachment point
AttachmentPt = (uint)group.GetAttachmentPoint();
}
// if we still didn't find a suitable attachment point.......
if (AttachmentPt == 0)
{
// Stick it on left hand with Zero Offset from the attachment point.
AttachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero;
}
group.SetAttachmentPoint((byte)AttachmentPt);
group.AbsolutePosition = attachPos;
// Remove any previous attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
UUID itemID = UUID.Zero;
if (sp != null)
{
foreach (SceneObjectGroup grp in sp.GetAttachments(AttachmentPt))
{
itemID = grp.GetFromItemID();
if (itemID != UUID.Zero)
DetachSingleAttachmentToInv(itemID, remoteClient);
}
}
if (group.GetFromItemID() == UUID.Zero)
{
m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID);
}
else
{
itemID = group.GetFromItemID();
}
ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group);
AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
}
else
{
remoteClient.SendAgentAlertMessage(
"You don't have sufficient permissions to attach this object", false);
return false;
}
return true;
}
public void RezMultipleAttachmentsFromInventory(
IClientAPI remoteClient,
RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects)
{
foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects)
{
RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt);
}
}
public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true);
}
public UUID RezSingleAttachmentFromInventory(
IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
{
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
(AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
AttachmentPt &= 0x7f;
SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt);
if (updateInventoryStatus)
{
if (att == null)
ShowDetachInUserInventory(itemID, remoteClient);
else
ShowAttachInUserInventory(att, remoteClient, itemID, AttachmentPt);
}
if (null == att)
return UUID.Zero;
else
return att.UUID;
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
{
SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, remoteClient.AgentId, true);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
{
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
// This will throw if the attachment fails
try
{
AttachObject(remoteClient, objatt, AttachmentPt, false);
}
catch
{
// Make sure the object doesn't stick around and bail
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
}
else
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, remoteClient.Name, AttachmentPt);
}
return objatt;
}
return null;
}
/// <summary>
/// Update the user inventory to the attachment of an item
/// </summary>
/// <param name="att"></param>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <returns></returns>
protected UUID ShowAttachInUserInventory(
SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
// remoteClient.Name, att.Name, itemID);
if (!att.IsDeleted)
AttachmentPt = att.RootPart.AttachmentPoint;
ScenePresence presence;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
{
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item);
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
}
return att.UUID;
}
/// <summary>
/// Update the user inventory to reflect an attachment
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="AttachmentPt"></param>
/// <param name="itemID"></param>
/// <param name="att"></param>
protected void ShowAttachInUserInventory(
IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
{
// m_log.DebugFormat(
// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
// att.Name, remoteClient.Name, AttachmentPt, itemID);
if (UUID.Zero == itemID)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
return;
}
if (0 == AttachmentPt)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
return;
}
if (null == att.RootPart)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!");
return;
}
ScenePresence presence;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
{
// XXYY!!
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item);
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
}
}
public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
{
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
if (group != null)
{
//group.DetachToGround();
ShowDetachInUserInventory(group.GetFromItemID(), remoteClient);
}
}
public void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient)
{
ScenePresence presence;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
{
presence.Appearance.DetachAttachment(itemID);
// Save avatar attachment information
m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
}
DetachSingleAttachmentToInv(itemID, remoteClient);
}
public void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(itemID);
if (part == null || part.ParentGroup == null)
return;
if (part.ParentGroup.RootPart.AttachedAvatar != remoteClient.AgentId)
return;
UUID inventoryID = part.ParentGroup.GetFromItemID();
ScenePresence presence;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
{
if (!m_scene.Permissions.CanRezObject(
part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
return;
presence.Appearance.DetachAttachment(itemID);
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
part.ParentGroup.DetachToGround();
List<UUID> uuids = new List<UUID>();
uuids.Add(inventoryID);
m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids);
remoteClient.SendRemoveInventoryItem(inventoryID);
}
m_scene.EventManager.TriggerOnAttach(part.ParentGroup.LocalId, itemID, UUID.Zero);
}
// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
protected void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient)
{
if (itemID == UUID.Zero) // If this happened, someone made a mistake....
return;
// We can NOT use the dictionries here, as we are looking
// for an entity by the fromAssetID, which is NOT the prim UUID
EntityBase[] detachEntities = m_scene.GetEntities();
SceneObjectGroup group;
foreach (EntityBase entity in detachEntities)
{
if (entity is SceneObjectGroup)
{
group = (SceneObjectGroup)entity;
if (group.GetFromItemID() == itemID)
{
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
group.DetachToInventoryPrep();
m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
m_scene.DeleteSceneObject(group, false);
return;
}
}
}
}
public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
{
// If this is an attachment, then we need to save the modified
// object back into the avatar's inventory. First we save the
// attachment point information, then we update the relative
// positioning (which caused this method to get driven in the
// first place. Then we have to mark the object as NOT an
// attachment. This is necessary in order to correctly save
// and retrieve GroupPosition information for the attachment.
// Then we save the asset back into the appropriate inventory
// entry. Finally, we restore the object's attachment status.
byte attachmentPoint = sog.GetAttachmentPoint();
sog.UpdateGroupPosition(pos);
sog.RootPart.IsAttachment = false;
sog.AbsolutePosition = sog.RootPart.AttachedPos;
UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
sog.SetAttachmentPoint(attachmentPoint);
}
/// <summary>
/// Update the attachment asset for the new sog details if they have changed.
/// </summary>
///
/// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects,
/// these details are not stored on the region.
///
/// <param name="remoteClient"></param>
/// <param name="grp"></param>
/// <param name="itemID"></param>
/// <param name="agentID"></param>
protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
{
if (grp != null)
{
if (!grp.HasGroupChanged)
{
m_log.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID);
return;
}
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
grp.UUID, grp.GetAttachmentPoint());
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item);
if (item != null)
{
AssetBase asset = m_scene.CreateAsset(
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId);
m_scene.AssetService.Store(asset);
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
m_scene.InventoryService.UpdateItem(item);
// this gets called when the agent logs off!
if (remoteClient != null)
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}
}
}
/// <summary>
/// Attach this scene object to the given avatar.
/// </summary>
///
/// This isn't publicly available since attachments should always perform the corresponding inventory
/// operation (to show the attach in user inventory and update the asset with positional information).
///
/// <param name="sp"></param>
/// <param name="so"></param>
/// <param name="attachmentpoint"></param>
/// <param name="AttachOffset"></param>
/// <param name="silent"></param>
protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 AttachOffset, bool silent)
{
// don't attach attachments to child agents
if (avatar.IsChildAgent) return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
so.DetachFromBackup();
// Remove from database and parcel prim count
m_scene.DeleteFromStorage(so.UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted();
so.RootPart.AttachedAvatar = avatar.UUID;
//Anakin Lohner bug #3839
SceneObjectPart[] parts = so.Parts;
for (int i = 0; i < parts.Length; i++)
parts[i].AttachedAvatar = avatar.UUID;
if (so.RootPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
so.RootPart.PhysActor = null;
}
so.AbsolutePosition = AttachOffset;
so.RootPart.AttachedPos = AttachOffset;
so.RootPart.IsAttachment = true;
so.RootPart.SetParentLocalId(avatar.LocalId);
so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));
avatar.AddAttachment(so);
if (!silent)
{
// Killing it here will cause the client to deselect it
// It then reappears on the avatar, deselected
// through the full update below
//
if (so.IsSelected)
{
m_scene.SendKillObject(so.RootPart.LocalId);
}
so.IsSelected = false; // fudge....
so.ScheduleGroupForFullUpdate();
}
// In case it is later dropped again, don't let
// it get cleaned up
so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.HasGroupChanged = false;
}
}
}
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