From 8a098bf12c620bd56f3371f1cf8a90ffa04b16c8 Mon Sep 17 00:00:00 2001
From: lbsa71
Date: Mon, 2 Feb 2009 14:57:01 +0000
Subject: * Minor refactoring and comments updates * Ignored some gens
---
OpenSim/Region/Environment/Scenes/Scene.cs | 17 +++++++++++------
OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 3 ++-
2 files changed, 13 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 436b24e..33dae66 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1881,7 +1881,8 @@ namespace OpenSim.Region.Environment.Scenes
///
/// Synchronously delete the given object from the scene.
///
- ///
+ /// Object Id
+ /// Suppress broadcasting changes to other clients.
public void DeleteSceneObject(SceneObjectGroup group, bool silent)
{
//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -1924,15 +1925,19 @@ namespace OpenSim.Region.Environment.Scenes
/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
/// object itself is not destroyed.
///
- ///
+ /// Id of object.
/// true if the object was in the scene, false if it was not
- public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects)
+ /// If true, only deletes from scene, but keeps object in database.
+ public bool UnlinkSceneObject(UUID uuid, bool softDelete)
{
- if (m_sceneGraph.DeleteSceneObject(uuid, resultOfLinkingObjects))
+ if (m_sceneGraph.DeleteSceneObject(uuid, softDelete))
{
- if (!resultOfLinkingObjects)
+ if (!softDelete)
+ {
m_storageManager.DataStore.RemoveObject(uuid,
- m_regInfo.RegionID);
+ m_regInfo.RegionID);
+ }
+
return true;
}
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 8a024b7..908bb0d 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1063,7 +1063,8 @@ namespace OpenSim.Region.Environment.Scenes
///
/// Delete this group from its scene and tell all the scene presences about that deletion.
- ///
+ ///
+ /// Broadcast deletions to all clients.
public void DeleteGroup(bool silent)
{
// We need to keep track of this state in case this group is still queued for backup.
--
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