Esempio n. 1
0
        /// <summary>
        /// Synchronously delete the given object from the scene.
        /// </summary>
        /// <param name="group">Object Id</param>
        /// <param name="silent">Suppress broadcasting changes to other clients.</param>
        /// <param name="removeScripts">If true, then scripts are removed.  If false, then they are only stopped.</para>
        public void DeleteSceneObject(SceneObjectGroup group, bool silent, bool removeScripts)
        {
            // m_log.DebugFormat("[SCENE]: Deleting scene object {0} {1}", group.Name, group.UUID);

            if (removeScripts)
                group.RemoveScriptInstances(true);
            else
                group.StopScriptInstances();

            List<ScenePresence> avatars = group.GetSittingAvatars();
            foreach (ScenePresence av in avatars)
            {
                if(av.ParentUUID == UUID.Zero)
                    av.StandUp();
            }

            SceneObjectPart[] partList = group.Parts;

            foreach (SceneObjectPart part in partList)
            {
                if (part.KeyframeMotion != null)
                {
                    part.KeyframeMotion.Delete();
                    part.KeyframeMotion = null;
                }

                if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
                {
                    PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
                }
                else if (part.PhysActor != null)
                {
                    part.RemoveFromPhysics();
                }
            }

            if (UnlinkSceneObject(group, false))
            {
                EventManager.TriggerObjectBeingRemovedFromScene(group);
                EventManager.TriggerParcelPrimCountTainted();
            }

            group.DeleteGroupFromScene(silent);

            // use this to mean also full delete
            if (removeScripts)
                group.Clear();
            partList = null;
            // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);          
        }
Esempio n. 2
0
        // Returns false and reason == ParcelPropertiesStatus.ParcelSelected if access is allowed, otherwise reason enum.
        public bool DenyParcelAccess(SceneObjectGroup group, bool checkSitters, out ParcelPropertiesStatus reason)
        {
            if (checkSitters)
            {
                List<ScenePresence> sitters = group.GetSittingAvatars();
                foreach (ScenePresence sp in sitters)
                {
                    if (sp.UUID == group.OwnerID)
                        continue;   // checked separately below
                    if (DenyParcelAccess(sp.UUID, out reason))
                        return false;
                }
            }

            return DenyParcelAccess(group.OwnerID, out reason);
        }