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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs36
1 files changed, 3 insertions, 33 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b0bb005..3f5d0dc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3753,7 +3753,8 @@ namespace OpenSim.Region.Framework.Scenes
3753 } 3753 }
3754 3754
3755 /// <summary> 3755 /// <summary>
3756 /// RezAttachments. This should only be called upon login on the first region 3756 /// RezAttachments. This should only be called upon login on the first region.
3757 /// Attachment rezzings on crossings and TPs are done in a different way.
3757 /// </summary> 3758 /// </summary>
3758 public void RezAttachments() 3759 public void RezAttachments()
3759 { 3760 {
@@ -3784,45 +3785,14 @@ namespace OpenSim.Region.Framework.Scenes
3784 m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 3785 m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
3785 p, itemID, assetID, asset); 3786 p, itemID, assetID, asset);
3786 3787
3787 //SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
3788 //m_log.DebugFormat("[ATTCHMENT]: Got scene object parent {0} IsAtt {1}",
3789 // ((att.ParentGroup != null) ? "not null" : "null"), att.IsAttachment);
3790 //if (att.ParentGroup != null && !att.IsAttachment)
3791 //{
3792 // att.FromItemID = itemID;
3793 // m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
3794 //}
3795
3796 } 3788 }
3797 catch (Exception e) 3789 catch (Exception e)
3798 { 3790 {
3799 m_log.ErrorFormat("[ATTACHMENT] Unable to rez attachment: {0}", e.ToString()); 3791 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
3800 } 3792 }
3801 3793
3802 } 3794 }
3803 3795
3804 //SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
3805
3806 //// If this is null, then the asset has not yet appeared in world
3807 //// so we revisit this when it does
3808 ////
3809 //if (att != null && att.UUID != asset) // Yes. It's really needed
3810 //{
3811 // m_log.DebugFormat("[ATTACHMENT]: Attach from in world: ItemID {0}, Asset ID {1}, Attachment inworld: {2}", itemID.ToString(), asset.ToString(), att.UUID.ToString());
3812
3813 // // This will throw if crossing katty-korner
3814 // // So catch it here to avoid the noid
3815 // //
3816 // try
3817 // {
3818 // // Attach from world, if not already attached
3819 // if (att.ParentGroup != null && !att.IsAttachment)
3820 // m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
3821 // }
3822 // catch (NullReferenceException)
3823 // {
3824 // }
3825 //}
3826 } 3796 }
3827 } 3797 }
3828} 3798}