Fix bug where "My estate" name was always used even if the user entered a different name on initial setup.

Turns out we had stopped saving estate settings immediately after the name change.  The scene constructor then reloade the settings and oblitereted the different name.
This code could be more efficient since there's no reason for scene to reload the settings when they are already known to be valid.
Thanks to Thoneve for the spot on this.
0.7.1-dev
Justin Clark-Casey (justincc) 2011-02-12 01:08:56 +00:00
parent 7e21c1eadf
commit 03d82a5a85
2 changed files with 10 additions and 4 deletions

View File

@ -122,9 +122,11 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
m_log.Debug("[LOADREGIONS]: Creating Region: " + regionsToLoad[i].RegionName + " (ThreadID: " + m_log.Debug("[LOADREGIONS]: Creating Region: " + regionsToLoad[i].RegionName + " (ThreadID: " +
Thread.CurrentThread.ManagedThreadId.ToString() + Thread.CurrentThread.ManagedThreadId.ToString() +
")"); ")");
m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]); m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]);
m_openSim.CreateRegion(regionsToLoad[i], true, out scene); m_openSim.CreateRegion(regionsToLoad[i], true, out scene);
regionsToLoad[i].EstateSettings.Save(); regionsToLoad[i].EstateSettings.Save();
if (scene != null) if (scene != null)
{ {
m_newRegionCreatedHandler = OnNewRegionCreated; m_newRegionCreatedHandler = OnNewRegionCreated;

View File

@ -795,9 +795,7 @@ namespace OpenSim
/// <summary> /// <summary>
/// Load the estate information for the provided RegionInfo object. /// Load the estate information for the provided RegionInfo object.
/// </summary> /// </summary>
/// <param name="regInfo"> /// <param name="regInfo"></param>
/// A <see cref="RegionInfo"/>
/// </param>
public void PopulateRegionEstateInfo(RegionInfo regInfo) public void PopulateRegionEstateInfo(RegionInfo regInfo)
{ {
IEstateDataService estateDataService = EstateDataService; IEstateDataService estateDataService = EstateDataService;
@ -819,7 +817,13 @@ namespace OpenSim
regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, true); regInfo.EstateSettings = estateDataService.LoadEstateSettings(regInfo.RegionID, true);
regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName); regInfo.EstateSettings.EstateName = MainConsole.Instance.CmdPrompt("New estate name", regInfo.EstateSettings.EstateName);
//regInfo.EstateSettings.Save();
// FIXME: Later on, the scene constructor will reload the estate settings no matter what.
// Therefore, we need to do an initial save here otherwise the new estate name will be reset
// back to the default. The reloading of estate settings by scene could be eliminated if it
// knows that the passed in settings in RegionInfo are already valid. Also, it might be
// possible to eliminate some additional later saves made by callers of this method.
regInfo.EstateSettings.Save();
break; break;
} }
else else