Rather than having a FromFolderID property on every single prim and only ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.0.7.3-extended
parent
c7d664f9d0
commit
97ebfb00b4
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@ -4273,7 +4273,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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block.OwnerID = sop.OwnerID;
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block.OwnerID = sop.OwnerID;
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block.ItemID = sop.FromUserInventoryItemID;
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block.ItemID = sop.FromUserInventoryItemID;
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block.FolderID = UUID.Zero; // sop.FromFolderID ??
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block.FolderID = UUID.Zero; // sog.FromFolderID ??
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block.FromTaskID = UUID.Zero; // ???
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block.FromTaskID = UUID.Zero; // ???
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block.InventorySerial = (short)sop.InventorySerial;
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block.InventorySerial = (short)sop.InventorySerial;
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@ -654,9 +654,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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//
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//
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
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{
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{
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if (so.RootPart.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
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if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
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{
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{
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InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID);
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InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
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folder = m_Scene.InventoryService.GetFolder(f);
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folder = m_Scene.InventoryService.GetFolder(f);
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}
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}
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}
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}
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@ -957,7 +957,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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rootPart.SalePrice = item.SalePrice;
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rootPart.SalePrice = item.SalePrice;
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}
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}
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rootPart.FromFolderID = item.Folder;
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so.FromFolderID = item.Folder;
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// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
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// Console.WriteLine("rootPart.OwnedID {0}, item.Owner {1}, item.CurrentPermissions {2:X}",
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// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
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// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
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@ -571,8 +571,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// The item ID that this object was rezzed from, if applicable.
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/// The item ID that this object was rezzed from, if applicable.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// If not applicable will be UUID.Zero
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/// </remarks>
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public UUID FromItemID { get; set; }
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public UUID FromItemID { get; set; }
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/// <summary>
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/// The folder ID that this object was rezzed from, if applicable.
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/// </summary>
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/// <remarks>
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/// If not applicable will be UUID.Zero
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/// </remarks>
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public UUID FromFolderID { get; set; }
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#endregion
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#endregion
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// ~SceneObjectGroup()
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// ~SceneObjectGroup()
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@ -180,8 +180,6 @@ namespace OpenSim.Region.Framework.Scenes
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public uint TimeStampTerse;
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public uint TimeStampTerse;
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public UUID FromFolderID;
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public int STATUS_ROTATE_X;
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public int STATUS_ROTATE_X;
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public int STATUS_ROTATE_Y;
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public int STATUS_ROTATE_Y;
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