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7ec667d279
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8a098bf12c
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@ -1881,7 +1881,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// <summary>
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/// Synchronously delete the given object from the scene.
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/// Synchronously delete the given object from the scene.
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/// </summary>
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/// </summary>
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/// <param name="group"></param>
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/// <param name="group">Object Id</param>
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/// <param name="silent">Suppress broadcasting changes to other clients.</param>
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public void DeleteSceneObject(SceneObjectGroup group, bool silent)
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public void DeleteSceneObject(SceneObjectGroup group, bool silent)
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{
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{
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//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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//SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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@ -1924,15 +1925,19 @@ namespace OpenSim.Region.Environment.Scenes
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/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
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/// Unlink the given object from the scene. Unlike delete, this just removes the record of the object - the
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/// object itself is not destroyed.
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/// object itself is not destroyed.
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/// </summary>
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/// </summary>
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/// <param name="uuid"></param>
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/// <param name="uuid">Id of object.</param>
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/// <returns>true if the object was in the scene, false if it was not</returns>
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/// <returns>true if the object was in the scene, false if it was not</returns>
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public bool UnlinkSceneObject(UUID uuid, bool resultOfLinkingObjects)
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/// <param name="softDelete">If true, only deletes from scene, but keeps object in database.</param>
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public bool UnlinkSceneObject(UUID uuid, bool softDelete)
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{
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{
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if (m_sceneGraph.DeleteSceneObject(uuid, resultOfLinkingObjects))
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if (m_sceneGraph.DeleteSceneObject(uuid, softDelete))
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{
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if (!softDelete)
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{
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{
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if (!resultOfLinkingObjects)
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m_storageManager.DataStore.RemoveObject(uuid,
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m_storageManager.DataStore.RemoveObject(uuid,
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m_regInfo.RegionID);
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m_regInfo.RegionID);
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}
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return true;
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return true;
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}
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}
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@ -1064,6 +1064,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// <summary>
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/// Delete this group from its scene and tell all the scene presences about that deletion.
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/// Delete this group from its scene and tell all the scene presences about that deletion.
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/// </summary>
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/// </summary>
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/// <param name="silent">Broadcast deletions to all clients.</param>
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public void DeleteGroup(bool silent)
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public void DeleteGroup(bool silent)
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{
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{
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// We need to keep track of this state in case this group is still queued for backup.
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// We need to keep track of this state in case this group is still queued for backup.
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