From f8bd3d2f2ee99c69b3196f55d785c178d97109e5 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Wed, 22 Jun 2016 11:52:53 -0700 Subject: Mantis #7935: regression on transferring attachments over the HG --- OpenSim/Region/Framework/Scenes/Scene.cs | 46 +------------------------------- 1 file changed, 1 insertion(+), 45 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c9c8639..a75b460 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2954,52 +2954,8 @@ namespace OpenSim.Region.Framework.Scenes return false; } - // If the user is banned, we won't let any of their objects - // enter. Period. - // - if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36)) - { - m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); - return false; - } - - if (newPosition != Vector3.Zero) - newObject.RootPart.GroupPosition = newPosition; - - if (!AddSceneObject(newObject)) - { - m_log.DebugFormat( - "[INTERREGION]: Problem adding scene object {0} in {1} ", newObject.UUID, RegionInfo.RegionName); + if (!EntityTransferModule.HandleIncomingSceneObject(newObject, newPosition)) return false; - } - - if (!newObject.IsAttachment) - { - // FIXME: It would be better to never add the scene object at all rather than add it and then delete - // it - if (!Permissions.CanObjectEntry(newObject.UUID, true, newObject.AbsolutePosition)) - { - // Deny non attachments based on parcel settings - // - m_log.Info("[INTERREGION]: Denied prim crossing because of parcel settings"); - - DeleteSceneObject(newObject, false); - - return false; - } - - // For attachments, we need to wait until the agent is root - // before we restart the scripts, or else some functions won't work. - newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); - newObject.ResumeScripts(); - - // AddSceneObject already does this and doing it again messes - // up region crossings, so don't. - //if (newObject.RootPart.KeyframeMotion != null) - // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); - } - - // Do this as late as possible so that listeners have full access to the incoming object EventManager.TriggerOnIncomingSceneObject(newObject); -- cgit v1.1