From 7dce4641138484c40586cdeb8d3f7bbf2e9da625 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Fri, 21 Nov 2008 18:33:09 +0000 Subject: * Largely revert the last revision and improve on the previous way of doing things * Deleting the object before the async to inventory is bad since if OpenSim crashes (or is shutdown!) in the time inbetween, then the object is lost * Also now delete the object from the scene only after it has gone to inventory - in the old way there was still a race condition * This is still not ideal since the 'deleted' object remains in the scene and probably could be manipulated. But this is better than the alternative --- OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Tests') diff --git a/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs b/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs index e0d6a99..1cc95fc 100644 --- a/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs +++ b/OpenSim/Region/Environment/Scenes/Tests/SceneObjectTests.cs @@ -97,8 +97,8 @@ namespace OpenSim.Region.Environment.Scenes.Tests IClientAPI client = SceneTestUtils.AddRootAgent(scene, agentId); scene.DeRezObject(client, part.LocalId, UUID.Zero, 9, UUID.Zero); - SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); - Assert.That(retrievedPart, Is.Null); + SceneObjectPart retrievedPart = scene.GetSceneObjectPart(part.LocalId); + Assert.That(retrievedPart, Is.Not.Null); } } } \ No newline at end of file -- cgit v1.1