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authorMelanie Thielker2010-09-14 19:41:53 +0200
committerMelanie Thielker2010-09-14 19:41:53 +0200
commitd299f8b55cb0e3848dbcbb941a5789d52459bc44 (patch)
tree1dd419d9dc1f3445cd5150ae17bc0aeb86e4e8b7
parentLSL compatibility: Don't throw an exception if an invalid key is passed to l... (diff)
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Fix a small left over buglet and also add checking of the physics actor
position on backup. This way, ant object that has been moved will be checked for ghost prims as soon as it is persisted.
-rw-r--r--OpenSim/Region/Application/ConfigurationLoader.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs10
2 files changed, 11 insertions, 1 deletions
diff --git a/OpenSim/Region/Application/ConfigurationLoader.cs b/OpenSim/Region/Application/ConfigurationLoader.cs
index b76e85d..6e3d6af 100644
--- a/OpenSim/Region/Application/ConfigurationLoader.cs
+++ b/OpenSim/Region/Application/ConfigurationLoader.cs
@@ -100,7 +100,7 @@ namespace OpenSim
100 100
101 if (masterFileName != String.Empty) 101 if (masterFileName != String.Empty)
102 { 102 {
103 if (File.Exists(masterFilePath) 103 if (File.Exists(masterFilePath))
104 { 104 {
105 if (!sources.Contains(masterFilePath)) 105 if (!sources.Contains(masterFilePath))
106 sources.Add(masterFilePath); 106 sources.Add(masterFilePath);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index a952508..37630e0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1786,6 +1786,16 @@ namespace OpenSim.Region.Framework.Scenes
1786 // don't backup while it's selected or you're asking for changes mid stream. 1786 // don't backup while it's selected or you're asking for changes mid stream.
1787 if (isTimeToPersist() || forcedBackup) 1787 if (isTimeToPersist() || forcedBackup)
1788 { 1788 {
1789 if (m_rootPart.PhysActor != null &&
1790 (!m_rootPart.PhysActor.IsPhysical))
1791 {
1792 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1793 {
1794 m_rootPart.PhysActor.Position = m_rootPart.GroupPosition;
1795 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
1796 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1797 }
1798 }
1789 // m_log.DebugFormat( 1799 // m_log.DebugFormat(
1790 // "[SCENE]: Storing {0}, {1} in {2}", 1800 // "[SCENE]: Storing {0}, {1} in {2}",
1791 // Name, UUID, m_scene.RegionInfo.RegionName); 1801 // Name, UUID, m_scene.RegionInfo.RegionName);