diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Data/MSSQL/MSSQLRegionData.cs | 5 | ||||
-rw-r--r-- | OpenSim/Data/MySQL/MySQLRegionData.cs | 4 | ||||
-rw-r--r-- | OpenSim/Data/SQLite/SQLiteRegionData.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 |
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> |