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authorJustin Clarke Casey2008-06-27 14:46:44 +0000
committerJustin Clarke Casey2008-06-27 14:46:44 +0000
commitc299953ce5cfe1c4b585d1abf29dfdaf7050cd15 (patch)
tree4bda40ad42ea17dac070d3e65ddbb4c9ad53b9db /OpenSim
parent* refactor: Move responsibility for deciding whether a group should be repers... (diff)
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* Remove SOG.SendGroupFullUpdate() group changed responsibility
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs5
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs2
2 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 6dccf77..d74d763 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -223,7 +223,10 @@ namespace OpenSim.Region.Environment.Scenes
223 /// <returns>true if the object was added, false if an object with the same uuid was already in the scene 223 /// <returns>true if the object was added, false if an object with the same uuid was already in the scene
224 /// </returns> 224 /// </returns>
225 protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) 225 protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
226 { 226 {
227 // Ensure that we persist this new scene object
228 sceneObject.HasGroupChanged = true;
229
227 AddSceneObject(sceneObject, attachToBackup); 230 AddSceneObject(sceneObject, attachToBackup);
228 } 231 }
229 232
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index a7c54b3..0fa76fa 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1567,8 +1567,6 @@ namespace OpenSim.Region.Environment.Scenes
1567 /// </summary> 1567 /// </summary>
1568 public void SendGroupFullUpdate() 1568 public void SendGroupFullUpdate()
1569 { 1569 {
1570 HasGroupChanged = true;
1571
1572 lock (m_parts) 1570 lock (m_parts)
1573 { 1571 {
1574 foreach (SceneObjectPart part in m_parts.Values) 1572 foreach (SceneObjectPart part in m_parts.Values)