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author | Teravus Ovares | 2008-02-10 18:56:34 +0000 |
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committer | Teravus Ovares | 2008-02-10 18:56:34 +0000 |
commit | b4a19a4fb42325da2dfabc1627a13e94be17891f (patch) | |
tree | d06b984b8ea62099e17d90db8ee3203fb1438794 /OpenSim/Region/Environment/Scenes/InnerScene.cs | |
parent | Implemented llGetParcelFlags() and llGetRegionFlags(). I don't think the Regi... (diff) | |
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* Added support for delinking individual prim from a linkset.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/InnerScene.cs | 30 |
1 files changed, 27 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 19213fd..ca3b858 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs | |||
@@ -895,6 +895,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
895 | // be more efficient yet to keep this dictionary permanently on hand. | 895 | // be more efficient yet to keep this dictionary permanently on hand. |
896 | 896 | ||
897 | Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>(); | 897 | Dictionary<uint, SceneObjectGroup> sceneObjects = new Dictionary<uint, SceneObjectGroup>(); |
898 | |||
898 | List<EntityBase> EntitieList = GetEntities(); | 899 | List<EntityBase> EntitieList = GetEntities(); |
899 | foreach (EntityBase ent in EntitieList) | 900 | foreach (EntityBase ent in EntitieList) |
900 | { | 901 | { |
@@ -902,14 +903,17 @@ namespace OpenSim.Region.Environment.Scenes | |||
902 | { | 903 | { |
903 | SceneObjectGroup obj = (SceneObjectGroup) ent; | 904 | SceneObjectGroup obj = (SceneObjectGroup) ent; |
904 | sceneObjects.Add(obj.LocalId, obj); | 905 | sceneObjects.Add(obj.LocalId, obj); |
906 | |||
905 | } | 907 | } |
906 | } | 908 | } |
907 | 909 | ||
908 | // Find the root prim among the prim ids we've been given | 910 | // Find the root prim among the prim ids we've been given |
909 | for (int i = 0; i < primIds.Count; i++) | 911 | for (int i = 0; i < primIds.Count; i++) |
910 | { | 912 | { |
913 | |||
911 | if (sceneObjects.ContainsKey(primIds[i])) | 914 | if (sceneObjects.ContainsKey(primIds[i])) |
912 | { | 915 | { |
916 | |||
913 | parenPrim = sceneObjects[primIds[i]]; | 917 | parenPrim = sceneObjects[primIds[i]]; |
914 | primIds.RemoveAt(i); | 918 | primIds.RemoveAt(i); |
915 | break; | 919 | break; |
@@ -925,9 +929,29 @@ namespace OpenSim.Region.Environment.Scenes | |||
925 | } | 929 | } |
926 | else | 930 | else |
927 | { | 931 | { |
928 | m_log.InfoFormat("[SCENE]: " + | 932 | // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow |
929 | "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", | 933 | // We know that this is not the root prim now essentially, so we don't have to worry about remapping |
930 | primIds); | 934 | // which one is the root prim |
935 | bool delinkedSomething = false; | ||
936 | for (int i = 0; i < primIds.Count; i++) | ||
937 | { | ||
938 | foreach (SceneObjectGroup grp in sceneObjects.Values) | ||
939 | { | ||
940 | SceneObjectPart gPart = grp.GetChildPart(primIds[i]); | ||
941 | if (gPart != null) | ||
942 | { | ||
943 | grp.DelinkFromGroup(primIds[i]); | ||
944 | delinkedSomething = true; | ||
945 | } | ||
946 | |||
947 | } | ||
948 | } | ||
949 | if (!delinkedSomething) | ||
950 | { | ||
951 | m_log.InfoFormat("[SCENE]: " + | ||
952 | "DelinkObjects(): Could not find a root prim out of {0} as given to a delink request!", | ||
953 | primIds); | ||
954 | } | ||
931 | } | 955 | } |
932 | } | 956 | } |
933 | 957 | ||