dont get script states for NPCs on deRez
parent
ca8b0e6a1d
commit
c2d9a6499a
|
@ -388,15 +388,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
|
|
||||||
Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
|
Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
|
||||||
|
|
||||||
m_log.DebugFormat("[ATTACHMENTS MODULE]: enter PrepareScriptInstanceForSave loop");
|
if (sp.PresenceType != PresenceType.Npc)
|
||||||
foreach (SceneObjectGroup so in attachments)
|
|
||||||
{
|
{
|
||||||
// Scripts MUST be snapshotted before the object is
|
m_log.DebugFormat("[ATTACHMENTS MODULE]: enter PrepareScriptInstanceForSave loop");
|
||||||
// removed from the scene because doing otherwise will
|
foreach (SceneObjectGroup so in attachments)
|
||||||
// clobber the run flag
|
{
|
||||||
// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
|
// Scripts MUST be snapshotted before the object is
|
||||||
// scripts performing attachment operations at the same time. Getting object states stops the scripts.
|
// removed from the scene because doing otherwise will
|
||||||
scriptStates[so] = PrepareScriptInstanceForSave(so, false);
|
// clobber the run flag
|
||||||
|
// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
|
||||||
|
// scripts performing attachment operations at the same time. Getting object states stops the scripts.
|
||||||
|
scriptStates[so] = PrepareScriptInstanceForSave(so, false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
m_log.DebugFormat("[ATTACHMENTS MODULE]: enter UpdateDetachedObject loop");
|
m_log.DebugFormat("[ATTACHMENTS MODULE]: enter UpdateDetachedObject loop");
|
||||||
|
|
Loading…
Reference in New Issue