do the same in the cases we are just moving parts around and not changing their caches (ie their taskInventory)

This commit is contained in:
UbitUmarov
2017-05-04 12:08:10 +01:00
parent 3a8dd24fd1
commit 3402819888
12 changed files with 21 additions and 23 deletions

View File

@@ -2943,7 +2943,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!m_scene.Permissions.BypassPermissions())
{
ApplyNextOwnerPermissions();
AggregatePerms();
InvalidateEffectivePerms();
}
}
@@ -3605,7 +3605,7 @@ namespace OpenSim.Region.Framework.Scenes
InvalidBoundsRadius();
InvalidatePartsLinkMaps();
objectGroup.AggregatePerms();
objectGroup.InvalidateEffectivePerms();
if (sendEvents)
linkPart.TriggerScriptChangedEvent(Changed.LINK);
@@ -4163,7 +4163,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}",
// (OpenMetaverse.PermissionMask)RootPart.OwnerMask, Name, Scene.Name);
AggregatePerms();
InvalidateEffectivePerms();
RootPart.ScheduleFullUpdate();
}
@@ -4188,7 +4188,7 @@ namespace OpenSim.Region.Framework.Scenes
{
foreach (SceneObjectPart part in Parts)
part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
AggregatePerms();
InvalidateEffectivePerms();
}
HasGroupChanged = true;
@@ -5447,7 +5447,7 @@ namespace OpenSim.Region.Framework.Scenes
{
part.ResetOwnerChangeFlag();
});
AggregatePerms();
InvalidateEffectivePerms();
}
// clear some references to easy cg