diff options
Diffstat (limited to 'OpenSim/Region/Environment/Modules/World/Archiver')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs index a26a1c7..1e38cd6 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs | |||
@@ -123,18 +123,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver | |||
123 | { | 123 | { |
124 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); | 124 | SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject); |
125 | 125 | ||
126 | // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned | ||
127 | // on the same region server and multiple examples a single object archive to be imported | ||
128 | // to the same scene (when this is possible). | ||
129 | sceneObject.ResetIDs(); | ||
130 | |||
126 | // Make the master the owner/creator of everything imported for now | 131 | // Make the master the owner/creator of everything imported for now |
127 | LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID; | 132 | LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID; |
128 | foreach (SceneObjectPart part in sceneObject.Children.Values) | 133 | foreach (SceneObjectPart part in sceneObject.Children.Values) |
129 | { | 134 | { |
130 | part.CreatorID = masterAvatarId; | 135 | part.CreatorID = masterAvatarId; |
131 | part.OwnerID = masterAvatarId; | 136 | part.OwnerID = masterAvatarId; |
132 | part.LastOwnerID = masterAvatarId; | 137 | part.LastOwnerID = masterAvatarId; |
133 | |||
134 | // For now, give all incoming scene objects new uuids. This will allow scenes to be cloned | ||
135 | // on the same region server and multiple examples a single object archive to be imported | ||
136 | // to the same scene (when this is possible). | ||
137 | //part.UUID = LLUUID.Random(); | ||
138 | } | 138 | } |
139 | 139 | ||
140 | if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) | 140 | if (m_scene.AddRestoredSceneObject(sceneObject, true, false)) |