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authorJustin Clarke Casey2008-11-17 16:06:50 +0000
committerJustin Clarke Casey2008-11-17 16:06:50 +0000
commitc41903077d2429f2360fe94a6f33ca647addec6b (patch)
treedbe48090ec2da8e333f64326543379f2830904db /OpenSim/Region/Environment/Scenes
parent* minor: eliminate propogation of now unused permissionToDelete flag (diff)
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* Eliminate SOG.FakeDeleteGroup() since it is now identical with DeleteGroup() (except that is didn't lock the parts, which was a potential race condition)
* Removed fake delete code from LSL_Api.SetFlexi - this code was never activiated anyway and didn't appear to make much sense on the surface
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs24
2 files changed, 1 insertions, 25 deletions
diff --git a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs
index 7ff78a5..b011600 100644
--- a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -96,7 +96,7 @@ namespace OpenSim.Region.Environment.Scenes
96 96
97 // Visually remove it, even if it isnt really gone yet. 97 // Visually remove it, even if it isnt really gone yet.
98 if (permissionToDelete) 98 if (permissionToDelete)
99 objectGroup.FakeDeleteGroup(); 99 objectGroup.DeleteGroup(false);
100 } 100 }
101 101
102 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) 102 private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e)
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 36b4e10..91caada 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1063,30 +1063,6 @@ namespace OpenSim.Region.Environment.Scenes
1063 } 1063 }
1064 } 1064 }
1065 1065
1066 public void FakeDeleteGroup()
1067 {
1068 // If there are any updates queued for this object when the 'fake' delete happens, then make sure
1069 // that they don't happen, otherwise the deleted objects will reappear
1070 m_isDeleted = true;
1071
1072 DetachFromBackup();
1073
1074 foreach (SceneObjectPart part in m_parts.Values)
1075 {
1076 List<ScenePresence> avatars = Scene.GetScenePresences();
1077 for (int i = 0; i < avatars.Count; i++)
1078 {
1079 if (avatars[i].ParentID == LocalId)
1080 {
1081 avatars[i].StandUp();
1082 }
1083
1084 if (m_rootPart != null && part == m_rootPart)
1085 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1086 }
1087 }
1088 }
1089
1090 public void AddScriptLPS(int count) 1066 public void AddScriptLPS(int count)
1091 { 1067 {
1092 if (scriptScore + count >= float.MaxValue - count) 1068 if (scriptScore + count >= float.MaxValue - count)