From edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 3 Mar 2010 22:14:06 +0000
Subject: Fix bug where approximately half the time, attachments would rez only
their root prim until right clicked (or otherwise updated). The root cause of
this problem was that multiple ObjectUpdates were being sent on attachment
which differed enough to confuse the client. Sometimes these would eliminate
each other and sometimes not, depending on whether the scheduler looked at
the queued updates. The solution here is to only schedule the ObjectUpdate
once the attachment code has done all it needs to do.
---
.../Framework/InventoryAccess/InventoryAccessModule.cs | 16 ++++++++++------
1 file changed, 10 insertions(+), 6 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs')
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index e0df288..0fc467b 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -411,6 +411,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
///
/// Rez an object into the scene from the user's inventory
///
+ /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
+ /// things to the scene. The caller should be doing that, I think.
///
///
///
@@ -500,13 +502,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group.RootPart.IsAttachment = true;
}
- m_Scene.AddNewSceneObject(group, true);
+ // For attachments, we must make sure that only a single object update occurs after we've finished
+ // all the necessary operations.
+ m_Scene.AddNewSceneObject(group, true, false);
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
// if attachment we set it's asset id so object updates can reflect that
// if not, we set it's position in world.
if (!attachment)
{
+ group.ScheduleGroupForFullUpdate();
+
float offsetHeight = 0;
pos = m_Scene.GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
@@ -562,6 +568,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
part.GroupMask = 0; // DO NOT propagate here
}
}
+
group.ApplyNextOwnerPermissions();
}
}
@@ -569,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
foreach (SceneObjectPart part in partList)
{
if (part.OwnerID != item.Owner)
- {
+ {
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.Owner;
part.Inventory.ChangeInventoryOwner(item.Owner);
@@ -591,10 +598,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
group.ClearPartAttachmentData();
}
- }
-
- if (!attachment)
- {
+
// Fire on_rez
group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0);
--
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