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authorJustin Clarke Casey2008-05-25 00:09:08 +0000
committerJustin Clarke Casey2008-05-25 00:09:08 +0000
commitbc92d72828925d8b3df72cf66b003ae73731a352 (patch)
treecd0c17a61ebf5950d58cf70d6cb3c05af70d28d8 /OpenSim
parent* Refactor: Collapse some multiple remove object paths (diff)
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* Refactor: Collapses parts of different code paths in scene used when deleting and unlinking an object
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs10
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs1
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs52
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs4
4 files changed, 27 insertions, 40 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index b03ffe2..65012ad 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -590,16 +590,6 @@ namespace OpenSim.Region.Environment.Scenes
590 } 590 }
591 } 591 }
592 592
593 public void RemoveAPrimCount()
594 {
595 m_numPrim--;
596 }
597
598 public void AddAPrimCount()
599 {
600 m_numPrim++;
601 }
602
603 public int GetChildAgentCount() 593 public int GetChildAgentCount()
604 { 594 {
605 // some network situations come in where child agents get closed twice. 595 // some network situations come in where child agents get closed twice.
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index 82e112f..921770d 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -1145,7 +1145,6 @@ namespace OpenSim.Region.Environment.Scenes
1145 1145
1146 if (permissionToTake) 1146 if (permissionToTake)
1147 { 1147 {
1148
1149 string sceneObjectXml = objectGroup.ToXmlString(); 1148 string sceneObjectXml = objectGroup.ToXmlString();
1150 1149
1151 CachedUserInfo userInfo = 1150 CachedUserInfo userInfo =
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index e30813c..1e88018 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1335,7 +1335,7 @@ namespace OpenSim.Region.Environment.Scenes
1335 public void AddSceneObject(SceneObjectGroup sceneObject) 1335 public void AddSceneObject(SceneObjectGroup sceneObject)
1336 { 1336 {
1337 m_innerScene.AddSceneObject(sceneObject); 1337 m_innerScene.AddSceneObject(sceneObject);
1338 } 1338 }
1339 1339
1340 /// <summary> 1340 /// <summary>
1341 /// Delete this object from the scene. 1341 /// Delete this object from the scene.
@@ -1344,21 +1344,20 @@ namespace OpenSim.Region.Environment.Scenes
1344 public void DeleteSceneObject(SceneObjectGroup group) 1344 public void DeleteSceneObject(SceneObjectGroup group)
1345 { 1345 {
1346 SceneObjectPart rootPart = (group).GetChildPart(group.UUID); 1346 SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
1347
1347 if (rootPart.PhysActor != null) 1348 if (rootPart.PhysActor != null)
1348 { 1349 {
1349 PhysicsScene.RemovePrim(rootPart.PhysActor); 1350 PhysicsScene.RemovePrim(rootPart.PhysActor);
1350 rootPart.PhysActor = null; 1351 rootPart.PhysActor = null;
1351 } 1352 }
1352 1353
1353 m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID); 1354 if (UnlinkSceneObject(group.UUID))
1354 group.DeleteGroup();
1355
1356 if (m_innerScene.DeleteSceneObject(group.UUID))
1357 { 1355 {
1358 EventManager.TriggerObjectBeingRemovedFromScene(group); 1356 EventManager.TriggerObjectBeingRemovedFromScene(group);
1359 EventManager.TriggerParcelPrimCountTainted(); 1357 EventManager.TriggerParcelPrimCountTainted();
1360 } 1358 }
1361 1359
1360 group.DeleteGroup();
1362 group.DeleteParts(); 1361 group.DeleteParts();
1363 1362
1364 // In case anybody else retains a reference to this group, signal deletion by changing the name 1363 // In case anybody else retains a reference to this group, signal deletion by changing the name
@@ -1368,7 +1367,25 @@ namespace OpenSim.Region.Environment.Scenes
1368 // conditions where a user deletes an entity while it is being stored. Really, the update 1367 // conditions where a user deletes an entity while it is being stored. Really, the update
1369 // code needs a redesign. 1368 // code needs a redesign.
1370 group.Name = null; 1369 group.Name = null;
1371 } 1370 }
1371
1372 /// <summary>
1373 /// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
1374 /// object itself is not destroyed.
1375 /// </summary>
1376 /// <param name="uuid"></param>
1377 /// <returns>true if the object was in the scene, false if it was not</returns>
1378 public bool UnlinkSceneObject(LLUUID uuid)
1379 {
1380 if (m_innerScene.DeleteSceneObject(uuid))
1381 {
1382 m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
1383
1384 return true;
1385 }
1386
1387 return false;
1388 }
1372 1389
1373 public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset) 1390 public void LoadPrimsFromXml(string fileName, bool newIdsFlag, LLVector3 loadOffset)
1374 { 1391 {
@@ -1971,23 +1988,6 @@ namespace OpenSim.Region.Environment.Scenes
1971 1988
1972 #region Entities 1989 #region Entities
1973 1990
1974 /// <summary>
1975 ///
1976 /// </summary>
1977 /// <param name="entID"></param>
1978 /// <returns></returns>
1979 public bool DeleteEntity(LLUUID entID)
1980 {
1981 if (Entities.ContainsKey(entID))
1982 {
1983 Entities.Remove(entID);
1984 m_storageManager.DataStore.RemoveObject(entID, m_regInfo.RegionID);
1985 m_innerScene.RemoveAPrimCount();
1986 return true;
1987 }
1988 return false;
1989 }
1990
1991 public void SendKillObject(uint localID) 1991 public void SendKillObject(uint localID)
1992 { 1992 {
1993 Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 1993 Broadcast(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index f4e1ef4..3407d4e 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1744,9 +1744,7 @@ namespace OpenSim.Region.Environment.Scenes
1744 part.ClearUndoState(); 1744 part.ClearUndoState();
1745 } 1745 }
1746 1746
1747 DetachFromBackup(objectGroup); 1747 m_scene.UnlinkSceneObject(objectGroup.UUID);
1748
1749 m_scene.DeleteEntity(objectGroup.UUID);
1750 1748
1751 // TODO Deleting the parts may cause problems later on if they have already 1749 // TODO Deleting the parts may cause problems later on if they have already
1752 // made it into the update queue. However, sending out updates for those parts is now 1750 // made it into the update queue. However, sending out updates for those parts is now