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Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs16
1 files changed, 6 insertions, 10 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 0af2ad2..36b4e10 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1035,9 +1035,6 @@ namespace OpenSim.Region.Environment.Scenes
1035 public void DeleteGroup(bool silent) 1035 public void DeleteGroup(bool silent)
1036 { 1036 {
1037 // We need to keep track of this state in case this group is still queued for backup. 1037 // We need to keep track of this state in case this group is still queued for backup.
1038 // FIXME: This is a poor temporary solution, since it still leaves plenty of scope for race
1039 // conditions where a user deletes an entity while it is being stored. Really, the update
1040 // code needs a redesign.
1041 m_isDeleted = true; 1038 m_isDeleted = true;
1042 1039
1043 DetachFromBackup(); 1040 DetachFromBackup();
@@ -1063,9 +1060,6 @@ namespace OpenSim.Region.Environment.Scenes
1063 } 1060 }
1064 } 1061 }
1065 } 1062 }
1066
1067 m_rootPart = null;
1068 m_parts.Clear();
1069 } 1063 }
1070 } 1064 }
1071 1065
@@ -1228,7 +1222,7 @@ namespace OpenSim.Region.Environment.Scenes
1228 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1222 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1229 // any exception propogate upwards. 1223 // any exception propogate upwards.
1230 1224
1231 if (RootPart == null || UUID == UUID.Zero) 1225 if (IsDeleted || UUID == UUID.Zero)
1232 { 1226 {
1233// DetachFromBackup(); 1227// DetachFromBackup();
1234 return; 1228 return;
@@ -1932,8 +1926,8 @@ namespace OpenSim.Region.Environment.Scenes
1932 } 1926 }
1933 1927
1934 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 1928 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
1935 objectGroup.Children.Clear(); 1929// objectGroup.Children.Clear();
1936 objectGroup.m_rootPart = null; 1930// objectGroup.m_rootPart = null;
1937 1931
1938 // TODO Deleting the original group object may cause problems later on if they have already 1932 // TODO Deleting the original group object may cause problems later on if they have already
1939 // made it into the update queue. However, sending out updates for those parts is now 1933 // made it into the update queue. However, sending out updates for those parts is now
@@ -2803,6 +2797,7 @@ namespace OpenSim.Region.Environment.Scenes
2803 } 2797 }
2804 } 2798 }
2805 } 2799 }
2800
2806 public float GetMass() 2801 public float GetMass()
2807 { 2802 {
2808 float retmass = 0f; 2803 float retmass = 0f;
@@ -2815,11 +2810,12 @@ namespace OpenSim.Region.Environment.Scenes
2815 } 2810 }
2816 return retmass; 2811 return retmass;
2817 } 2812 }
2813
2818 public void CheckSculptAndLoad() 2814 public void CheckSculptAndLoad()
2819 { 2815 {
2820 lock (m_parts) 2816 lock (m_parts)
2821 { 2817 {
2822 if (RootPart != null) 2818 if (!IsDeleted)
2823 { 2819 {
2824 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0) 2820 if ((RootPart.GetEffectiveObjectFlags() & (uint)PrimFlags.Phantom) == 0)
2825 { 2821 {