diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs index 916148bc6c..64567db9d8 100644 --- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs +++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs @@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes if (permissionToDelete) { foreach (SceneObjectGroup g in objectGroups) - g.DeleteGroup(false); + g.DeleteGroupFromScene(false); } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index ef97dfc985..8a90bc87b1 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2120,7 +2120,7 @@ namespace OpenSim.Region.Framework.Scenes EventManager.TriggerParcelPrimCountTainted(); } - group.DeleteGroup(silent); + group.DeleteGroupFromScene(silent); // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 99c2abf7a8..f9a8d41b5e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1235,7 +1235,7 @@ namespace OpenSim.Region.Framework.Scenes /// must be handled by the caller. /// /// If true then deletion is not broadcast to clients - public void DeleteGroup(bool silent) + public void DeleteGroupFromScene(bool silent) { List parts; diff --git a/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs b/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs index fd59138419..0b02a9fd53 100644 --- a/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs +++ b/OpenSim/Region/OptionalModules/ContentManagementSystem/CMModel.cs @@ -263,7 +263,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor); scene.SendKillObject(scene.Entities[uuid].LocalId); scene.SceneGraph.DeleteSceneObject(uuid, false); - ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false); + ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false); } catch(Exception e) {