* Give new uuids to all the objects loaded in from an archive.
* This should allow multiple copies of an archive to be loaded into different regions on the same region server * This shouldn't affect existing operations.0.6.0-stable
parent
1ef7a05b3e
commit
714e1f6786
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@ -123,6 +123,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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SceneObjectGroup sceneObject = serialiser.DeserializeGroupFromXml2(serialisedSceneObject);
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// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
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// on the same region server and multiple examples a single object archive to be imported
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// to the same scene (when this is possible).
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sceneObject.ResetIDs();
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// Make the master the owner/creator of everything imported for now
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// Make the master the owner/creator of everything imported for now
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LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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LLUUID masterAvatarId = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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@ -130,11 +135,6 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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part.CreatorID = masterAvatarId;
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part.CreatorID = masterAvatarId;
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part.OwnerID = masterAvatarId;
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part.OwnerID = masterAvatarId;
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part.LastOwnerID = masterAvatarId;
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part.LastOwnerID = masterAvatarId;
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// For now, give all incoming scene objects new uuids. This will allow scenes to be cloned
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// on the same region server and multiple examples a single object archive to be imported
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// to the same scene (when this is possible).
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//part.UUID = LLUUID.Random();
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}
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}
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if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
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if (m_scene.AddRestoredSceneObject(sceneObject, true, false))
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@ -2047,7 +2047,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="vel"></param>
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/// <param name="vel"></param>
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/// <param name="param"></param>
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/// <param name="param"></param>
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/// <returns></returns>
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/// <returns></returns>
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public virtual SceneObjectGroup RezObject(SceneObjectPart sourcePart, TaskInventoryItem item, LLVector3 pos, LLQuaternion rot, LLVector3 vel, int param)
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public virtual SceneObjectGroup RezObject(
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SceneObjectPart sourcePart, TaskInventoryItem item,
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LLVector3 pos, LLQuaternion rot, LLVector3 vel, int param)
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{
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{
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// Rez object
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// Rez object
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if (item != null)
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if (item != null)
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