From 38cfc9366ce264d2aeb6409df48be7cecc348952 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 25 Jan 2010 21:51:58 +0000 Subject: Fix a problem where llDie() calls were sometimes leaving dead objects behind. When an object was deleted, the remove script instance call was aggregating the scripting events as normal. This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket) On some occasions, the QuitPacket would be sent before the full update was dequeued and sent. In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5), a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties and cannot be removed from the viewer except by a relog. This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update. --- .../Framework/Scenes/SceneObjectPartInventory.cs | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index eb7f5ff..5f13278 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -230,7 +230,11 @@ namespace OpenSim.Region.Framework.Scenes /// /// Stop all the scripts in this prim. /// - public void RemoveScriptInstances() + /// + /// Should be true if these scripts are being removed because the scene + /// object is being deleted. This will prevent spurious updates to the client. + /// + public void RemoveScriptInstances(bool sceneObjectBeingDeleted) { lock (Items) { @@ -238,8 +242,7 @@ namespace OpenSim.Region.Framework.Scenes { if ((int)InventoryType.LSL == item.InvType) { - RemoveScriptInstance(item.ItemID); - m_part.RemoveScriptEvents(item.ItemID); + RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); } } } @@ -388,10 +391,17 @@ namespace OpenSim.Region.Framework.Scenes /// Stop a script which is in this prim's inventory. /// /// - public void RemoveScriptInstance(UUID itemId) + /// + /// Should be true if this script is being removed because the scene + /// object is being deleted. This will prevent spurious updates to the client. + /// + public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) { if (m_items.ContainsKey(itemId)) { + if (!sceneObjectBeingDeleted) + m_part.RemoveScriptEvents(itemId); + m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemId); m_part.ParentGroup.AddActiveScriptCount(-1); } @@ -465,7 +475,7 @@ namespace OpenSim.Region.Framework.Scenes if (i.Name == item.Name) { if (i.InvType == (int)InventoryType.LSL) - RemoveScriptInstance(i.ItemID); + RemoveScriptInstance(i.ItemID, false); RemoveInventoryItem(i.ItemID); break; @@ -613,6 +623,7 @@ namespace OpenSim.Region.Framework.Scenes int type = m_items[itemID].InvType; if (type == 10) // Script { + m_part.RemoveScriptEvents(itemID); m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); } m_items.Remove(itemID); -- cgit v1.1