From 17bdc45c5ce623549b185a6c4bd5e8fdf00c8d8e Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 4 Aug 2009 03:17:13 +0100 Subject: Add plumbing for the SceneObjectDeleter to wait for the script engine to allow final deletion of objects. Meant to support the attach(NULL_KEY) event, --- .../Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs') diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs index 4ef1749..f8208ec 100644 --- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs +++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs @@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes while (InventoryDeQueueAndDelete()) { - m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing..."); + //m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing..."); } } @@ -128,11 +128,16 @@ namespace OpenSim.Region.Framework.Scenes int left = m_inventoryDeletes.Count; if (left > 0) { + x = m_inventoryDeletes.Dequeue(); + if (!x.objectGroup.CanBeDeleted()) + { + m_inventoryDeletes.Enqueue(x); + return true; + } + m_log.DebugFormat( "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left); - x = m_inventoryDeletes.Dequeue(); - try { m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient); -- cgit v1.1