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. --- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/ScriptEngine') diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 6dd94bb..c552b92 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -806,12 +806,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine instance.ClearQueue(); instance.Stop(0); - SceneObjectPart part = - m_Scene.GetSceneObjectPart(localID); - - if (part != null) - part.RemoveScriptEvents(itemID); - // bool objectRemoved = false; lock (m_PrimObjects) @@ -846,7 +840,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine ObjectRemoved handlerObjectRemoved = OnObjectRemoved; if (handlerObjectRemoved != null) + { + SceneObjectPart part = m_Scene.GetSceneObjectPart(localID); handlerObjectRemoved(part.UUID); + } CleanAssemblies(); } -- cgit v1.1