* Remove a bug I created in r5171 where taking an object would terminate the client session

* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
This commit is contained in:
Justin Clarke Casey
2008-06-21 19:56:19 +00:00
parent ff56cb730b
commit b290ce405f
6 changed files with 40 additions and 14 deletions

View File

@@ -1665,7 +1665,7 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// Delete this object from the scene.
/// Delete the given object from the scene.
/// </summary>
/// <param name="group"></param>
public void DeleteSceneObject(SceneObjectGroup group)
@@ -1686,14 +1686,6 @@ namespace OpenSim.Region.Environment.Scenes
group.DeleteGroup();
group.DeleteParts();
// In case anybody else retains a reference to this group, signal deletion by changing the name
// to null. We can't zero out the UUID because this is taken from the root part, which has already
// been removed.
// FIXME: This is a really poor temporary solution, since it still leaves plenty of scope for race
// conditions where a user deletes an entity while it is being stored. Really, the update
// code needs a redesign.
group.Name = null;
}
/// <summary>