Add plumbing for the SceneObjectDeleter to wait for the script engine to

allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
This commit is contained in:
Melanie
2009-08-04 03:17:13 +01:00
parent 679cce6178
commit 17bdc45c5c
10 changed files with 72 additions and 3 deletions

View File

@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes
while (InventoryDeQueueAndDelete())
{
m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
//m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
}
}
@@ -128,11 +128,16 @@ namespace OpenSim.Region.Framework.Scenes
int left = m_inventoryDeletes.Count;
if (left > 0)
{
x = m_inventoryDeletes.Dequeue();
if (!x.objectGroup.CanBeDeleted())
{
m_inventoryDeletes.Enqueue(x);
return true;
}
m_log.DebugFormat(
"[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
x = m_inventoryDeletes.Dequeue();
try
{
m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);