* Refactored SOP.FolderID weirdness by removing calls to empty setter. YEs, I do realize the setter has to be there for legacy reasons, but since the calls will never acually DO anyhting, I'm removing them.
* So, SOP.FolderID is actually a cruft field that should be removed.GenericGridServerConcept
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64c14d2475
commit
41c883ea47
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@ -122,10 +122,7 @@ namespace OpenSim.Data.MSSQL
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sceneObjectPart.Shape = PrimitiveBaseShape.Default;
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else
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sceneObjectPart.Shape = BuildShape(reader);
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// A relic from when we we thought that prims contained folder objects. In
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// reality, prim == folder
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sceneObjectPart.FolderID = sceneObjectPart.UUID;
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sceneObjectParts.Add(sceneObjectPart);
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UUID groupID = new UUID((Guid)reader["SceneGroupID"]);
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@ -441,10 +441,6 @@ namespace OpenSim.Data.MySQL
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else
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prim.Shape = BuildShape(reader);
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prim.FolderID = prim.UUID; // A relic from when we
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// we thought prims contained
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// folder objects. In
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// reality, prim == folder
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prims.Add(prim);
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UUID groupID = new UUID(reader["SceneGroupID"].ToString());
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@ -516,13 +516,6 @@ namespace OpenSim.Data.SQLite
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}
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prim.Inventory.RestoreInventoryItems(inventory);
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// XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
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// every item). This data should really be stored in the prim table itself.
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if (dbItemRows.Length > 0)
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{
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prim.FolderID = inventory[0].ParentID;
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}
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}
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/// <summary>
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@ -375,13 +375,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// A relic from when we we thought that prims contained folder objects. In
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/// reality, prim == folder
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/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
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/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
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/// </summary>
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public UUID FolderID
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{
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get { return UUID; }
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set { } // Don't allow assignment, or legacy prims wil b0rk
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set { } // Don't allow assignment, or legacy prims wil b0rk - but we need the setter for legacy serialization.
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}
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/// <value>
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