Fix the order of operations on detach. The object must always be serialized

while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
avinationmerge
Melanie 2012-07-20 11:54:59 +02:00
parent 0d595ab19e
commit 1598f9d179
1 changed files with 10 additions and 6 deletions

View File

@ -757,18 +757,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
sp.RemoveAttachment(so); sp.RemoveAttachment(so);
// We can only remove the script instances from the script engine after we've retrieved their xml state
// when we update the attachment item.
m_scene.DeleteSceneObject(so, false, false);
// Prepare sog for storage // Prepare sog for storage
so.AttachedAvatar = UUID.Zero; so.AttachedAvatar = UUID.Zero;
so.RootPart.SetParentLocalId(0); so.RootPart.SetParentLocalId(0);
so.IsAttachment = false; so.IsAttachment = false;
so.AbsolutePosition = so.RootPart.AttachedPos;
// We cannot use AbsolutePosition here because that would
// attempt to cross the prim as it is detached
so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
UpdateKnownItem(sp, so, true); UpdateKnownItem(sp, so, true);
so.RemoveScriptInstances(true);
// This MUST happen AFTER serialization because it will
// either stop or remove the scripts. Both will cause scripts
// to be serialized in a stopped state with the true run
// state already lost.
m_scene.DeleteSceneObject(so, false, true);
} }
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(