From 8714833986cef44787fd57a61699b7bdcfd3d3bb Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Thu, 12 Jun 2008 17:49:08 +0000
Subject: * refactor: For new objects, move attach to backup to occur when
adding to a scene, rather than on creation of the group * Adding to a scene
is now parameterized such that one can choose not to actually persist that
group * This is to support a use case where a module wants a scene which
consists of both objects which are persisted, and ones which are just
temporary for the lifetime of that server instance
---
OpenSim/Region/Environment/Scenes/Scene.cs | 10 +++++++---
1 file changed, 7 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 526c125..43bb709 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1492,7 +1492,7 @@ namespace OpenSim.Region.Environment.Scenes
{
SceneObjectGroup sceneOb =
new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
- AddSceneObject(sceneOb);
+ AddSceneObject(sceneOb, true);
SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
// if grass or tree, make phantom
//rootPart.TrimPermissions();
@@ -1556,9 +1556,13 @@ namespace OpenSim.Region.Environment.Scenes
/// Add an object to the scene
///
///
- public void AddSceneObject(SceneObjectGroup sceneObject)
+ ///
+ /// If true, the object is made persistent into the scene.
+ /// If false, the object will not persist over server restarts
+ ///
+ public void AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
{
- m_innerScene.AddSceneObject(sceneObject);
+ m_innerScene.AddSceneObject(sceneObject, attachToBackup);
}
///
--
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