/// <summary> /// Delete the given object from the scene /// </summary> public void DeleteToInventory(DeRezAction action, UUID folderID, List <SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool permissionToDelete) { if (Enabled) { lock (m_inventoryTicker) m_inventoryTicker.Stop(); } lock (m_inventoryDeletes) { DeleteToInventoryHolder dtis = new DeleteToInventoryHolder(); dtis.action = action; dtis.folderID = folderID; dtis.objectGroups = objectGroups; dtis.remoteClient = remoteClient; dtis.permissionToDelete = permissionToDelete; m_inventoryDeletes.Enqueue(dtis); } if (Enabled) { lock (m_inventoryTicker) m_inventoryTicker.Start(); } // Visually remove it, even if it isnt really gone yet. This means that if we crash before the object // has gone to inventory, it will reappear in the region again on restart instead of being lost. // This is not ideal since the object will still be available for manipulation when it should be, but it's // better than losing the object for now. if (permissionToDelete) { List <uint> killIDs = new List <uint>(); foreach (SceneObjectGroup g in objectGroups) { killIDs.Add(g.LocalId); g.DeleteGroupFromScene(true); } m_scene.SendKillObject(killIDs); } }
protected void KillEntity(Scene scene, uint localID) { scene.SendKillObject(new List<uint> { localID }); }
protected void KillEntity(Scene scene, uint localID) { scene.SendKillObject(localID); }
/// <summary> /// Retrieves the latest revision of a region in xml form, /// converts it to scene object groups and scene presences, /// swaps the current scene's entity list with the revision's list. /// Note: Since deleted objects while /// </summary> public void RollbackRegion(Scene scene) { System.Collections.ArrayList xmllist = null; SceneObjectGroup temp = null; System.Collections.Hashtable deleteListUUIDs = new Hashtable(); // Dictionary<LLUUID, EntityBase> SearchList = new Dictionary<LLUUID,EntityBase>(); Dictionary<UUID, EntityBase> ReplacementList = new Dictionary<UUID,EntityBase>(); int revision = m_database.GetMostRecentRevision(scene.RegionInfo.RegionID); // EntityBase[] searchArray; xmllist = m_database.GetRegionObjectXMLList(scene.RegionInfo.RegionID, revision); if (xmllist == null) { m_log.Info("[CMMODEL]: Region (" + scene.RegionInfo.RegionID + ") does not have given revision number (" + revision + ")."); return; } m_log.Info("[CMMODEL]: Region (" + scene.RegionInfo.RegionID + ") revision number (" + revision + ")."); m_log.Info("[CMMODEL]: Scene Objects = " + xmllist.Count); m_log.Info("[CMMODEL]: Converting scene entities list to specified revision."); m_log.ErrorFormat("[CMMODEL]: 1"); foreach (string xml in xmllist) { try { temp = SceneObjectSerializer.FromXml2Format(xml); temp.SetScene(scene); foreach (SceneObjectPart part in temp.Children.Values) part.RegionHandle = scene.RegionInfo.RegionHandle; ReplacementList.Add(temp.UUID, (EntityBase)temp); } catch (Exception e) { m_log.Info("[CMMODEL]: Error while creating replacement list for rollback: " + e); } } //If in scene but not in revision and not a client, remove them while (true) { try { foreach (EntityBase entity in scene.GetEntities()) { if (entity == null) continue; if (entity is ScenePresence) { ReplacementList.Add(entity.UUID, entity); continue; } else //if (!ReplacementList.ContainsKey(entity.UUID)) deleteListUUIDs.Add(entity.UUID, 0); } } catch(Exception e) { m_log.ErrorFormat("[CMMODEL]: " + e); deleteListUUIDs.Clear(); ReplacementList.Clear(); continue; } break; } foreach (UUID uuid in deleteListUUIDs.Keys) { try { // I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles. ((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup(); scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor); scene.SendKillObject(scene.Entities[uuid].LocalId); scene.SceneGraph.DeleteSceneObject(uuid, false); ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false); } catch(Exception e) { m_log.ErrorFormat("[CMMODEL]: Error while removing objects from scene: " + e); } } lock (scene) { scene.Entities.Clear(); foreach (KeyValuePair<UUID,EntityBase> kvp in ReplacementList) { scene.Entities.Add(kvp.Value); } } foreach (EntityBase ent in ReplacementList.Values) { try { if (!(ent is SceneObjectGroup)) continue; if ((((SceneObjectGroup)ent).RootPart.GetEffectiveObjectFlags() & (uint) PrimFlags.Phantom) == 0) ((SceneObjectGroup)ent).ApplyPhysics(true); ((SceneObjectGroup)ent).AttachToBackup(); ((SceneObjectGroup)ent).HasGroupChanged = true; // If not true, then attaching to backup does nothing because no change is detected. ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); } catch(Exception e) { m_log.ErrorFormat("[CMMODEL]: Error while attaching new scene entities to backup and scheduling for a full update: " + e); } } m_log.Info("[CMMODEL]: Scheduling a backup of new scene object groups to backup."); scene.Backup(); }