make sure XEngine does release script events when a script is destroyed
parent
618c6ceda5
commit
96dabca85b
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@ -1112,9 +1112,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_part.RemFlag(PrimFlags.Scripted);
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m_part.RemFlag(PrimFlags.Scripted);
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}
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}
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if (type == (int)InventoryType.LSL)
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m_part.aggregateScriptEvents(); // this also does full update
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else
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m_part.ScheduleFullUpdate();
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m_part.ScheduleFullUpdate();
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m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
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m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
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@ -490,6 +490,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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{
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ReleaseControls();
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ReleaseControls();
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AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
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AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
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SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
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if (part != null)
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part.RemoveScriptEvents(ItemID);
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}
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}
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public void RemoveState()
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public void RemoveState()
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