From 7228ad7a51e7f976e58331e06aba133528ee2cb3 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Thu, 18 Oct 2012 15:30:42 +0100 Subject: extend coment to include all unused SOG CheckSculptAndLoad() --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 4b22ebe..f490d90 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -4287,6 +4287,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// When the physics engine has finished with it, the sculpt data is discarded to save memory. /// +/* public void CheckSculptAndLoad() { if (IsDeleted) @@ -4299,10 +4300,10 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart[] parts = m_parts.GetArray(); -// for (int i = 0; i < parts.Length; i++) -// parts[i].CheckSculptAndLoad(); + for (int i = 0; i < parts.Length; i++) + parts[i].CheckSculptAndLoad(); } - +*/ /// /// Set the user group to which this scene object belongs. /// -- cgit v1.1 From 0d00b97aecf07a19d50ba57e7e717ffbbcd10658 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 28 Oct 2012 18:41:47 +0000 Subject: Deep copy the collection of at_target objects so it can't be modified while it's being iterated --- OpenSim/Region/Framework/Scenes/Scene.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8034bc6..05ce00a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1666,7 +1666,10 @@ namespace OpenSim.Region.Framework.Scenes { List objs = new List(); lock (m_groupsWithTargets) - objs = new List(m_groupsWithTargets.Values); + { + foreach (SceneObjectGroup grp in m_groupsWithTargets.Values) + objs.Add(grp); + } foreach (SceneObjectGroup entry in objs) entry.checkAtTargets(); -- cgit v1.1 From 1a34f42426b5819f97079c138c596182bf683416 Mon Sep 17 00:00:00 2001 From: Melanie Date: Sun, 28 Oct 2012 18:34:57 +0100 Subject: Add a property to determine if a link set is stored in the database. Also, fix a bug where "Force object permissive" god action would fail to reset child prim permissions. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index b12d0e0..ee61de6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -307,6 +307,11 @@ namespace OpenSim.Region.Framework.Scenes private bool m_isBackedUp; + public bool IsBackedUp + { + get { return m_isBackedUp; } + } + protected MapAndArray m_parts = new MapAndArray(); protected ulong m_regionHandle; @@ -3431,6 +3436,14 @@ namespace OpenSim.Region.Framework.Scenes bool god = Scene.Permissions.IsGod(AgentID); + if (field == 1 && god) + { + ForEachPart(part => + { + part.BaseMask = RootPart.BaseMask; + }); + } + AdjustChildPrimPermissions(); if (field == 1 && god) // Base mask was set. Update all child part inventories -- cgit v1.1