* Stop now unnecessary separate local id allocation for restored objects

* remove a debug line I accidentally left in there
0.6.0-stable
Justin Clarke Casey 2008-11-07 18:52:28 +00:00
parent ebd9f22b29
commit cd96a33976
2 changed files with 2 additions and 9 deletions

View File

@ -197,13 +197,6 @@ namespace OpenSim.Region.Environment.Scenes
protected internal bool AddRestoredSceneObject( protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
{ {
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalId = m_parentScene.PrimIDAllocate();
}
sceneObject.UpdateParentIDs();
if (!alreadyPersisted) if (!alreadyPersisted)
{ {
sceneObject.ForceInventoryPersistence(); sceneObject.ForceInventoryPersistence();

View File

@ -578,7 +578,7 @@ namespace OpenSim.Region.Environment.Scenes
//UpdateParentIDs(); //UpdateParentIDs();
// No need to lock here since part isn't yet in a scene // No need to lock here since the object isn't yet in a scene
foreach (SceneObjectPart part in m_parts.Values) foreach (SceneObjectPart part in m_parts.Values)
{ {
if (Object.ReferenceEquals(part, m_rootPart)) if (Object.ReferenceEquals(part, m_rootPart))
@ -586,7 +586,7 @@ namespace OpenSim.Region.Environment.Scenes
part.LocalId = m_scene.PrimIDAllocate(); part.LocalId = m_scene.PrimIDAllocate();
part.ParentID = m_rootPart.LocalId; part.ParentID = m_rootPart.LocalId;
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); //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);
} }
ApplyPhysics(m_scene.m_physicalPrim); ApplyPhysics(m_scene.m_physicalPrim);