* Fix mantis 757.
* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object * Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates * This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.0.6.0-stable
parent
b9ef6ed047
commit
bbb9a21eb5
|
@ -235,7 +235,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[INNERSCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.m_uuid, e);
|
||||
m_log.ErrorFormat("[INNER SCENE]: Failed to update {0}, {1} - {2}", entity.Name, entity.m_uuid, e);
|
||||
}
|
||||
}
|
||||
m_updateList.Clear();
|
||||
|
|
|
@ -806,26 +806,6 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void DeleteSceneObjectGroup(SceneObjectGroup group)
|
||||
{
|
||||
SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
|
||||
if (rootPart.PhysActor != null)
|
||||
{
|
||||
PhysicsScene.RemovePrim(rootPart.PhysActor);
|
||||
rootPart.PhysActor = null;
|
||||
}
|
||||
|
||||
m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
|
||||
group.DeleteGroup();
|
||||
|
||||
lock (Entities)
|
||||
{
|
||||
Entities.Remove(group.UUID);
|
||||
m_innerScene.RemoveAPrimCount();
|
||||
}
|
||||
group.DeleteParts();
|
||||
}
|
||||
|
||||
public virtual void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 RayEnd, LLVector3 RayStart,
|
||||
LLUUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
|
||||
uint EveryoneMask, uint GroupMask, uint NextOwnerMask, uint ItemFlags,
|
||||
|
|
|
@ -2566,6 +2566,30 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Delete this object from the scene.
|
||||
/// </summary>
|
||||
/// <param name="group"></param>
|
||||
public void DeleteSceneObjectGroup(SceneObjectGroup group)
|
||||
{
|
||||
SceneObjectPart rootPart = (group).GetChildPart(group.UUID);
|
||||
if (rootPart.PhysActor != null)
|
||||
{
|
||||
PhysicsScene.RemovePrim(rootPart.PhysActor);
|
||||
rootPart.PhysActor = null;
|
||||
}
|
||||
|
||||
m_storageManager.DataStore.RemoveObject(group.UUID, m_regInfo.RegionID);
|
||||
group.DeleteGroup();
|
||||
|
||||
lock (Entities)
|
||||
{
|
||||
Entities.Remove(group.UUID);
|
||||
m_innerScene.RemoveAPrimCount();
|
||||
}
|
||||
group.DeleteParts();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
|
|
|
@ -935,8 +935,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
m_scene.DeleteEntity(objectGroup.UUID);
|
||||
|
||||
objectGroup.DeleteParts();
|
||||
AbsolutePosition = AbsolutePosition;
|
||||
// TODO justincc Left here as a remind to myself to see if we can stop sending out
|
||||
// useless updates for this group once it has been deleted.
|
||||
//objectGroup.DeleteParts();
|
||||
|
||||
ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
|
@ -1021,9 +1023,9 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
else
|
||||
{
|
||||
m_log.InfoFormat("[SCENE]: " +
|
||||
"DelinkFromGroup(): Child prim local id {0} not found in object with root prim id {1}",
|
||||
partID, LocalId);
|
||||
m_log.InfoFormat("[SCENE OBJECT GROUP]: " +
|
||||
"DelinkFromGroup(): Child prim {0} not found in object {1}, {2}",
|
||||
partID, LocalId, UUID);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue