Fixed a bug in deserialization during rezzing objects out of inventory: SceneObjecPart.SyncInfoUpdate() fixed.
parent
9ecf1c21aa
commit
739bb1dc43
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@ -4922,7 +4922,7 @@ namespace OpenSim.Region.Framework.Scenes
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//The ID the identifies which actor has caused the most recent update to the prim.
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//The ID the identifies which actor has caused the most recent update to the prim.
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//We use type "string" for the ID only to make it human-readable.
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//We use type "string" for the ID only to make it human-readable.
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private string m_lastUpdateActorID;
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private string m_lastUpdateActorID="";
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public string LastUpdateActorID
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public string LastUpdateActorID
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{
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{
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get { return m_lastUpdateActorID; }
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get { return m_lastUpdateActorID; }
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@ -4948,12 +4948,12 @@ namespace OpenSim.Region.Framework.Scenes
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public void SyncInfoUpdate()
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public void SyncInfoUpdate()
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{
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{
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if (m_parentGroup.Scene.ActorSyncModule == null || m_parentGroup.Scene.ActorSyncModule.ActorID == null)
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//if (m_parentGroup == null || m_parentGroup.Scene==null || m_parentGroup.Scene.ActorSyncModule == null || m_parentGroup.Scene.ActorSyncModule.ActorID == null)
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return;
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// return;
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//Trick: calling UpdateTimestamp here makes sure that when an object was received and de-serialized, before
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//Trick: calling UpdateTimestamp here makes sure that when an object was received and de-serialized, before
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// its parts are linked together, neither TimeStamp or ActorID will be modified. This is because during de-serialization,
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// its parts are linked together, neither TimeStamp or ActorID will be modified. This is because during de-serialization,
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// ScheduleFullUpdate() is called when m_parentGroup == null
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// ScheduleFullUpdate() is called when m_parentGroup == null
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if (m_parentGroup != null)
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if (m_parentGroup != null && m_parentGroup.Scene != null && m_parentGroup.Scene.ActorSyncModule!=null)
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{
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{
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UpdateTimestamp();
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UpdateTimestamp();
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m_lastUpdateActorID = m_parentGroup.Scene.ActorSyncModule.ActorID;
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m_lastUpdateActorID = m_parentGroup.Scene.ActorSyncModule.ActorID;
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