make sure XEngine does release script events when a script is destroyed

0.9.1.0-post-fixes
UbitUmarov 2019-08-01 05:31:03 +01:00
parent 618c6ceda5
commit 96dabca85b
2 changed files with 4 additions and 4 deletions

View File

@ -1112,9 +1112,6 @@ namespace OpenSim.Region.Framework.Scenes
m_part.RemFlag(PrimFlags.Scripted); m_part.RemFlag(PrimFlags.Scripted);
} }
if (type == (int)InventoryType.LSL)
m_part.aggregateScriptEvents(); // this also does full update
else
m_part.ScheduleFullUpdate(); m_part.ScheduleFullUpdate();
m_part.TriggerScriptChangedEvent(Changed.INVENTORY); m_part.TriggerScriptChangedEvent(Changed.INVENTORY);

View File

@ -490,6 +490,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
{ {
ReleaseControls(); ReleaseControls();
AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
if (part != null)
part.RemoveScriptEvents(ItemID);
} }
public void RemoveState() public void RemoveState()