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authorJustin Clark-Casey (justincc)2011-08-26 21:26:29 +0100
committerJustin Clark-Casey (justincc)2011-08-26 21:26:29 +0100
commit6c692d2e2108eac31624b34e462b8b57b5141970 (patch)
treefbc377ccef59799c99fdafda3989571c4e161a13 /OpenSim/Region
parentMerge branch 'master' of /home/opensim/src/opensim (diff)
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Fix a very recent regression from llAttachToAvatar() fix where I accidentally stopped normal script state persistence on login/logout and attach/detach
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs6
1 files changed, 1 insertions, 5 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 928d43f..afaf5c1 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -560,11 +560,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
560 "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", 560 "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
561 grp.UUID, grp.GetAttachmentPoint()); 561 grp.UUID, grp.GetAttachmentPoint());
562 562
563 // If we're being called from a script, then trying to serialize that same script's state will not complete 563 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
564 // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
565 // the client/server crashes rather than logging out normally, the attachment's scripts will resume
566 // without state on relog. Arguably, this is what we want anyway.
567 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
568 564
569 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 565 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
570 item = m_scene.InventoryService.GetItem(item); 566 item = m_scene.InventoryService.GetItem(item);