*Fixing another object counting bug

0.6.0-stable
mingchen 2008-06-07 00:24:43 +00:00
parent 0fe363ba65
commit 5ab5991676
2 changed files with 4 additions and 4 deletions

View File

@ -1386,7 +1386,7 @@ namespace OpenSim.Region.Environment.Scenes
rootPart.PhysActor = null;
}
if (UnlinkSceneObject(group.UUID))
if (UnlinkSceneObject(group.UUID, false))
{
EventManager.TriggerObjectBeingRemovedFromScene(group);
EventManager.TriggerParcelPrimCountTainted();
@ -1410,9 +1410,9 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="uuid"></param>
/// <returns>true if the object was in the scene, false if it was not</returns>
public bool UnlinkSceneObject(LLUUID uuid)
public bool UnlinkSceneObject(LLUUID uuid, bool resultOfLinkingObjects)
{
if (m_innerScene.DeleteSceneObject(uuid,true))
if (m_innerScene.DeleteSceneObject(uuid,resultOfLinkingObjects))
{
m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);

View File

@ -1784,7 +1784,7 @@ namespace OpenSim.Region.Environment.Scenes
part.ClearUndoState();
}
m_scene.UnlinkSceneObject(objectGroup.UUID);
m_scene.UnlinkSceneObject(objectGroup.UUID, true);
// TODO Deleting the parts may cause problems later on if they have already
// made it into the update queue. However, sending out updates for those parts is now