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authorMelanie2011-11-05 23:31:20 +0100
committerMelanie2011-11-05 23:31:20 +0100
commit534560df8c9f59eb416cb7415ac7055c459da339 (patch)
treef93f9cf1231ce3c3f97a0d55357b6c709f524af1
parentBreak out the parts of ScenePresence that differ from core (diff)
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Remove backup optimization that was causing prim contents to poof
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs11
1 files changed, 8 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 07e303f..309f543 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -1122,14 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
1122 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
1123 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
1124 { 1124 {
1125 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
1126 { 1126// child prim from the database and the subsequent storing of the prim sees
1127// the inventory of it as unchanged and doesn't store it at all. The overhead
1128// of storing prim inventory needlessly is much less than the aggravation
1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1127 Items.LockItemsForRead(true); 1132 Items.LockItemsForRead(true);
1128 datastore.StorePrimInventory(m_part.UUID, Items.Values); 1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1129 Items.LockItemsForRead(false); 1134 Items.LockItemsForRead(false);
1130 1135
1131 HasInventoryChanged = false; 1136 HasInventoryChanged = false;
1132 } 1137// }
1133 } 1138 }
1134 1139
1135 public class InventoryStringBuilder 1140 public class InventoryStringBuilder