From e261c974704098e5d1238ef800ef49d3ec7e75b8 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Fri, 21 Nov 2008 18:17:01 +0000 Subject: * On delete to inventory, actually remove the group from the scene before the async stage. * Last time I accidentally left the existing code in place that merely wiped the group from the client (but not the scene) * Put in an incomplete 'delete object o inventory' test to assert that this happens --- OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs') diff --git a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs index d92ff89..44c5a13 100644 --- a/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs +++ b/OpenSim/Region/Environment/Scenes/AsyncSceneObjectGroupDeleter.cs @@ -42,7 +42,6 @@ namespace OpenSim.Region.Environment.Scenes public IClientAPI remoteClient; public SceneObjectGroup objectGroup; public UUID folderID; - public bool permissionToDelete; } /// @@ -88,7 +87,6 @@ namespace OpenSim.Region.Environment.Scenes dtis.folderID = folderID; dtis.objectGroup = objectGroup; dtis.remoteClient = remoteClient; - dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } @@ -96,9 +94,8 @@ namespace OpenSim.Region.Environment.Scenes if (Enabled) m_inventoryTicker.Start(); - // Visually remove it, even if it isnt really gone yet. if (permissionToDelete) - objectGroup.DeleteGroup(false); + m_scene.DeleteSceneObject(objectGroup, false); } private void InventoryRunDeleteTimer(object sender, ElapsedEventArgs e) @@ -129,8 +126,6 @@ namespace OpenSim.Region.Environment.Scenes try { - if (x.permissionToDelete) - m_scene.DeleteSceneObject(x.objectGroup, false); m_scene.DeleteToInventory(x.destination, x.folderID, x.objectGroup, x.remoteClient); } catch (Exception e) -- cgit v1.1