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authorJustin Clarke Casey2008-03-12 18:59:50 +0000
committerJustin Clarke Casey2008-03-12 18:59:50 +0000
commitbbb9a21eb5f5705215fe76b697bdcf1469dd3067 (patch)
treefbe9128f71b2cbc4c41b28313ac28ae861619906 /OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
parent* Don't abort (and keep failing) the update if one Entity gives us an excepti... (diff)
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* Fix mantis 757.
* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs20
1 files changed, 0 insertions, 20 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index 5683a7a..78b28d5 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -806,26 +806,6 @@ namespace OpenSim.Region.Environment.Scenes
806 } 806 }
807 } 807 }
808 808
809 public void DeleteSceneObjectGroup(SceneObjectGroup group)
810 {
811 SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
812 if (rootPart.PhysActor != null)
813 {
814 PhysicsScene.RemovePrim(rootPart.PhysActor);
815 rootPart.PhysActor = null;
816 }
817
818 m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
819 group.DeleteGroup();
820
821 lock (Entities)
822 {
823 Entities.Remove(group.UUID);
824 m_innerScene.RemoveAPrimCount();
825 }
826 group.DeleteParts();
827 }
828
829 public virtual void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 RayEnd, LLVector3 RayStart, 809 public virtual void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 RayEnd, LLVector3 RayStart,
830 LLUUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, 810 LLUUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
831 uint EveryoneMask, uint GroupMask, uint NextOwnerMask, uint ItemFlags, 811 uint EveryoneMask, uint GroupMask, uint NextOwnerMask, uint ItemFlags,