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-rw-r--r--OpenSim/Data/MSSQL/MSSQLRegionData.cs5
-rw-r--r--OpenSim/Data/MySQL/MySQLRegionData.cs4
-rw-r--r--OpenSim/Data/SQLite/SQLiteRegionData.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs4
4 files changed, 4 insertions, 16 deletions
diff --git a/OpenSim/Data/MSSQL/MSSQLRegionData.cs b/OpenSim/Data/MSSQL/MSSQLRegionData.cs
index d9565d4..f284c8d 100644
--- a/OpenSim/Data/MSSQL/MSSQLRegionData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLRegionData.cs
@@ -122,10 +122,7 @@ namespace OpenSim.Data.MSSQL
122 sceneObjectPart.Shape = PrimitiveBaseShape.Default; 122 sceneObjectPart.Shape = PrimitiveBaseShape.Default;
123 else 123 else
124 sceneObjectPart.Shape = BuildShape(reader); 124 sceneObjectPart.Shape = BuildShape(reader);
125 125
126 // A relic from when we we thought that prims contained folder objects. In
127 // reality, prim == folder
128 sceneObjectPart.FolderID = sceneObjectPart.UUID;
129 sceneObjectParts.Add(sceneObjectPart); 126 sceneObjectParts.Add(sceneObjectPart);
130 127
131 UUID groupID = new UUID((Guid)reader["SceneGroupID"]); 128 UUID groupID = new UUID((Guid)reader["SceneGroupID"]);
diff --git a/OpenSim/Data/MySQL/MySQLRegionData.cs b/OpenSim/Data/MySQL/MySQLRegionData.cs
index 4b07ed6..e39b185 100644
--- a/OpenSim/Data/MySQL/MySQLRegionData.cs
+++ b/OpenSim/Data/MySQL/MySQLRegionData.cs
@@ -441,10 +441,6 @@ namespace OpenSim.Data.MySQL
441 else 441 else
442 prim.Shape = BuildShape(reader); 442 prim.Shape = BuildShape(reader);
443 443
444 prim.FolderID = prim.UUID; // A relic from when we
445 // we thought prims contained
446 // folder objects. In
447 // reality, prim == folder
448 prims.Add(prim); 444 prims.Add(prim);
449 445
450 UUID groupID = new UUID(reader["SceneGroupID"].ToString()); 446 UUID groupID = new UUID(reader["SceneGroupID"].ToString());
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index 7ec4ceb..2d0f6d8 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -516,13 +516,6 @@ namespace OpenSim.Data.SQLite
516 } 516 }
517 517
518 prim.Inventory.RestoreInventoryItems(inventory); 518 prim.Inventory.RestoreInventoryItems(inventory);
519
520 // XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
521 // every item). This data should really be stored in the prim table itself.
522 if (dbItemRows.Length > 0)
523 {
524 prim.FolderID = inventory[0].ParentID;
525 }
526 } 519 }
527 520
528 /// <summary> 521 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1470191..5b0480f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -375,13 +375,15 @@ namespace OpenSim.Region.Framework.Scenes
375 } 375 }
376 376
377 /// <summary> 377 /// <summary>
378 /// A relic from when we we thought that prims contained folder objects. In
379 /// reality, prim == folder
378 /// Exposing this is not particularly good, but it's one of the least evils at the moment to see 380 /// Exposing this is not particularly good, but it's one of the least evils at the moment to see
379 /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. 381 /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
380 /// </summary> 382 /// </summary>
381 public UUID FolderID 383 public UUID FolderID
382 { 384 {
383 get { return UUID; } 385 get { return UUID; }
384 set { } // Don't allow assignment, or legacy prims wil b0rk 386 set { } // Don't allow assignment, or legacy prims wil b0rk - but we need the setter for legacy serialization.
385 } 387 }
386 388
387 /// <value> 389 /// <value>