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authorJustin Clarke Casey2008-07-21 21:10:15 +0000
committerJustin Clarke Casey2008-07-21 21:10:15 +0000
commit714e1f678676e314e060db5e2cfb27de51bb1392 (patch)
tree04aa2c5631d7b5748cc61ad2d91040c6b2b4cd39 /OpenSim/Region/Environment/Modules
parentMantis#1544. Thank you kindly, Jonc, for a patch that: (diff)
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* Give new uuids to all the objects loaded in from an archive.
* This should allow multiple copies of an archive to be loaded into different regions on the same region server * This shouldn't affect existing operations.
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
index a26a1c7..1e38cd6 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs
@@ -123,18 +123,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
123 { 123 {
124 SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); 124 SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
125 125
126 // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
127 // on the same region server and multiple examples a single object archive to be imported
128 // to the same scene (when this is possible).
129 sceneObject.ResetIDs();
130
126 // Make the master the owner/creator of everything imported for now 131 // Make the master the owner/creator of everything imported for now
127 LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID; 132 LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
128 foreach (SceneObjectPart part in sceneObject.Children.Values) 133 foreach (SceneObjectPart part in sceneObject.Children.Values)
129 { 134 {
130 part.CreatorID = masterAvatarId; 135 part.CreatorID = masterAvatarId;
131 part.OwnerID = masterAvatarId; 136 part.OwnerID = masterAvatarId;
132 part.LastOwnerID = masterAvatarId; 137 part.LastOwnerID = masterAvatarId;
133
134 // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
135 // on the same region server and multiple examples a single object archive to be imported
136 // to the same scene (when this is possible).
137 //part.UUID = LLUUID.Random();
138 } 138 }
139 139
140 if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) 140 if (m_scene.AddRestoredSceneObject(sceneObject, true, false))