aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/Framework
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2010-03-03 22:14:06 +0000
committerJustin Clark-Casey (justincc)2010-03-03 22:14:06 +0000
commitedb176447ba9cd6d29bd45d9b3714aa0dab9cbf9 (patch)
tree5cd33ef765c28d2265b4e119f78ca5a1104ca590 /OpenSim/Region/CoreModules/Framework
parentActually make EventManager.OnAttach() fire when an object is attached. Previ... (diff)
downloadopensim-SC_OLD-edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9.zip
opensim-SC_OLD-edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9.tar.gz
opensim-SC_OLD-edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9.tar.bz2
opensim-SC_OLD-edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9.tar.xz
Fix bug where approximately half the time, attachments would rez only their root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client. Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates. The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
Diffstat (limited to 'OpenSim/Region/CoreModules/Framework')
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs16
1 files changed, 10 insertions, 6 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index e0df288..0fc467b 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -411,6 +411,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
411 /// <summary> 411 /// <summary>
412 /// Rez an object into the scene from the user's inventory 412 /// Rez an object into the scene from the user's inventory
413 /// </summary> 413 /// </summary>
414 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
415 /// things to the scene. The caller should be doing that, I think.
414 /// <param name="remoteClient"></param> 416 /// <param name="remoteClient"></param>
415 /// <param name="itemID"></param> 417 /// <param name="itemID"></param>
416 /// <param name="RayEnd"></param> 418 /// <param name="RayEnd"></param>
@@ -500,13 +502,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
500 group.RootPart.IsAttachment = true; 502 group.RootPart.IsAttachment = true;
501 } 503 }
502 504
503 m_Scene.AddNewSceneObject(group, true); 505 // For attachments, we must make sure that only a single object update occurs after we've finished
506 // all the necessary operations.
507 m_Scene.AddNewSceneObject(group, true, false);
504 508
505 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); 509 // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
506 // if attachment we set it's asset id so object updates can reflect that 510 // if attachment we set it's asset id so object updates can reflect that
507 // if not, we set it's position in world. 511 // if not, we set it's position in world.
508 if (!attachment) 512 if (!attachment)
509 { 513 {
514 group.ScheduleGroupForFullUpdate();
515
510 float offsetHeight = 0; 516 float offsetHeight = 0;
511 pos = m_Scene.GetNewRezLocation( 517 pos = m_Scene.GetNewRezLocation(
512 RayStart, RayEnd, RayTargetID, Quaternion.Identity, 518 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
@@ -562,6 +568,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
562 part.GroupMask = 0; // DO NOT propagate here 568 part.GroupMask = 0; // DO NOT propagate here
563 } 569 }
564 } 570 }
571
565 group.ApplyNextOwnerPermissions(); 572 group.ApplyNextOwnerPermissions();
566 } 573 }
567 } 574 }
@@ -569,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
569 foreach (SceneObjectPart part in partList) 576 foreach (SceneObjectPart part in partList)
570 { 577 {
571 if (part.OwnerID != item.Owner) 578 if (part.OwnerID != item.Owner)
572 { 579 {
573 part.LastOwnerID = part.OwnerID; 580 part.LastOwnerID = part.OwnerID;
574 part.OwnerID = item.Owner; 581 part.OwnerID = item.Owner;
575 part.Inventory.ChangeInventoryOwner(item.Owner); 582 part.Inventory.ChangeInventoryOwner(item.Owner);
@@ -591,10 +598,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
591 { 598 {
592 group.ClearPartAttachmentData(); 599 group.ClearPartAttachmentData();
593 } 600 }
594 } 601
595
596 if (!attachment)
597 {
598 // Fire on_rez 602 // Fire on_rez
599 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0); 603 group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0);
600 604