* Stop now unnecessary separate local id allocation for restored objects
* remove a debug line I accidentally left in there0.6.0-stable
parent
ebd9f22b29
commit
cd96a33976
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@ -197,13 +197,6 @@ namespace OpenSim.Region.Environment.Scenes
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protected internal bool AddRestoredSceneObject(
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
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{
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{
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.LocalId = m_parentScene.PrimIDAllocate();
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}
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sceneObject.UpdateParentIDs();
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if (!alreadyPersisted)
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if (!alreadyPersisted)
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{
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{
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sceneObject.ForceInventoryPersistence();
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sceneObject.ForceInventoryPersistence();
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@ -578,7 +578,7 @@ namespace OpenSim.Region.Environment.Scenes
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//UpdateParentIDs();
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//UpdateParentIDs();
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// No need to lock here since part isn't yet in a scene
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// No need to lock here since the object isn't yet in a scene
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foreach (SceneObjectPart part in m_parts.Values)
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foreach (SceneObjectPart part in m_parts.Values)
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{
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{
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if (Object.ReferenceEquals(part, m_rootPart))
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if (Object.ReferenceEquals(part, m_rootPart))
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@ -586,7 +586,7 @@ namespace OpenSim.Region.Environment.Scenes
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part.LocalId = m_scene.PrimIDAllocate();
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part.LocalId = m_scene.PrimIDAllocate();
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part.ParentID = m_rootPart.LocalId;
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part.ParentID = m_rootPart.LocalId;
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m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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}
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ApplyPhysics(m_scene.m_physicalPrim);
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ApplyPhysics(m_scene.m_physicalPrim);
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