Check for null scene in ScheduleFullUpdate and ScheduleTerseUpdate before triggering events on a potentially null Scene
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3257dbe76d
commit
107cef2b0e
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@ -2729,8 +2729,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup == null)
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if (ParentGroup == null)
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return;
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return;
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this);
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ParentGroup.QueueForUpdateCheck();
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ParentGroup.QueueForUpdateCheck();
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int timeNow = Util.UnixTimeSinceEpoch();
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int timeNow = Util.UnixTimeSinceEpoch();
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@ -2752,6 +2750,9 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// "[SCENE OBJECT PART]: Scheduling full update for {0}, {1} at {2}",
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// UUID, Name, TimeStampFull);
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// UUID, Name, TimeStampFull);
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this);
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}
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}
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/// <summary>
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/// <summary>
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@ -2763,13 +2764,12 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup == null)
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if (ParentGroup == null)
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return;
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return;
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this);
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// This was pulled from SceneViewer. Attachments always receive full updates.
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// This was pulled from SceneViewer. Attachments always receive full updates.
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// I could not verify if this is a requirement but this maintains existing behavior
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// I could not verify if this is a requirement but this maintains existing behavior
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if (ParentGroup.IsAttachment)
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if (ParentGroup.IsAttachment)
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{
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{
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ScheduleFullUpdate();
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ScheduleFullUpdate();
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return;
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}
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}
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if (UpdateFlag == UpdateRequired.NONE)
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if (UpdateFlag == UpdateRequired.NONE)
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@ -2784,6 +2784,9 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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// "[SCENE OBJECT PART]: Scheduling terse update for {0}, {1} at {2}",
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// UUID, Name, TimeStampTerse);
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// UUID, Name, TimeStampTerse);
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}
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}
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this);
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}
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}
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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