diff options
author | Sean Dague | 2007-12-03 20:06:01 +0000 |
---|---|---|
committer | Sean Dague | 2007-12-03 20:06:01 +0000 |
commit | 8f58a9a107047bf9d9aff4d8c25171acaa8e9805 (patch) | |
tree | bde9e5b6c29792d19c487549f99f198709e61bc8 /OpenSim/Framework/EstateSettings.cs | |
parent | * Now using interpolation to expand the 256x256 heightfield data to 512x512 b... (diff) | |
download | opensim-SC_OLD-8f58a9a107047bf9d9aff4d8c25171acaa8e9805.zip opensim-SC_OLD-8f58a9a107047bf9d9aff4d8c25171acaa8e9805.tar.gz opensim-SC_OLD-8f58a9a107047bf9d9aff4d8c25171acaa8e9805.tar.bz2 opensim-SC_OLD-8f58a9a107047bf9d9aff4d8c25171acaa8e9805.tar.xz |
From Justin Casey (IBM)
While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
Diffstat (limited to '')
0 files changed, 0 insertions, 0 deletions