Пример #1
0
        private void killTrees()
        {
            foreach (Copse copse in m_copse)
            {
                if (!copse.m_frozen && copse.m_trees.Count >= copse.m_tree_quantity)
                {
                    List <SceneObjectGroup> groups = new List <SceneObjectGroup>();
                    foreach (UUID tree in copse.m_trees)
                    {
                        double killLikelyhood = 0.0;

                        IEntity entity;
                        if (m_scene.Entities.TryGetValue(tree, out entity) && entity is SceneObjectGroup)
                        {
                            SceneObjectPart selectedTree      = ((SceneObjectGroup)entity).RootPart;
                            double          selectedTreeScale = Math.Sqrt(Math.Pow(selectedTree.Scale.X, 2) +
                                                                          Math.Pow(selectedTree.Scale.Y, 2) +
                                                                          Math.Pow(selectedTree.Scale.Z, 2));

                            foreach (UUID picktree in copse.m_trees)
                            {
                                if (picktree != tree)
                                {
                                    IEntity ent;
                                    if (m_scene.Entities.TryGetValue(tree, out ent) && ent is SceneObjectGroup)
                                    {
                                        SceneObjectPart pickedTree = ((SceneObjectGroup)ent).RootPart;

                                        double pickedTreeScale = Math.Sqrt(Math.Pow(pickedTree.Scale.X, 2) +
                                                                           Math.Pow(pickedTree.Scale.Y, 2) +
                                                                           Math.Pow(pickedTree.Scale.Z, 2));

                                        double pickedTreeDistance = Vector3.Distance(pickedTree.AbsolutePosition, selectedTree.AbsolutePosition);

                                        killLikelyhood += (selectedTreeScale / (pickedTreeScale * pickedTreeDistance)) * 0.1;
                                    }
                                }
                            }

                            if (Util.RandomClass.NextDouble() < killLikelyhood)
                            {
                                groups.Add(selectedTree.ParentGroup);
                                copse.m_trees.Remove(selectedTree.ParentGroup.UUID);

                                break;
                            }
                        }
                        else
                        {
                            m_log.DebugFormat("[TREES]: Tree not in scene {0}", tree);
                        }
                    }
                    IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>();
                    if (backup != null)
                    {
                        backup.DeleteSceneObjects(groups.ToArray(), true);
                    }
                }
            }
        }
Пример #2
0
        public bool EventSchProcessQIS(ref QueueItemStruct QIS)
        {
            try
            {
                Exception      ex      = null;
                EnumeratorInfo Running = QIS.ID.Script.ExecuteEvent(QIS.State,
                                                                    QIS.functionName,
                                                                    QIS.param, QIS.CurrentlyAt, out ex);

                if (ex != null)
                {
                    //Check exceptions, some are ours to deal with, and others are to be logged
                    if (ex.Message.Contains("SelfDeleteException"))
                    {
                        if (QIS.ID.Part != null && QIS.ID.Part.ParentEntity != null)
                        {
                            IBackupModule backup =
                                QIS.ID.Part.ParentEntity.Scene.RequestModuleInterface <IBackupModule>();
                            if (backup != null)
                            {
                                backup.DeleteSceneObjects(
                                    new ISceneEntity[1] {
                                    QIS.ID.Part.ParentEntity
                                }, true, true);
                            }
                        }
                    }
                    else if (ex.Message.Contains("ScriptDeleteException"))
                    {
                        if (QIS.ID.Part != null && QIS.ID.Part.ParentEntity != null)
                        {
                            QIS.ID.Part.Inventory.RemoveInventoryItem(QIS.ID.ItemID);
                        }
                    }
                    //Log it for the user
                    else if (!(ex.Message.Contains("EventAbortException")) &&
                             !(ex.Message.Contains("MinEventDelayException")))
                    {
                        QIS.ID.DisplayUserNotification(ex.ToString(), "executing", false, true);
                    }
                    EventManager.EventComplete(QIS);
                    return(false);
                }
                else if (Running != null)
                {
                    //Did not finish so requeue it
                    QIS.CurrentlyAt = Running;
                    QIS.RunningNumber++;
                    return(true); //Do the return... otherwise we open the queue for this event back up
                }
            }
            catch (Exception ex)
            {
                //Error, tell the user
                QIS.ID.DisplayUserNotification(ex.ToString(), "executing", false, true);
            }
            //Tell the event manager about it so that the events will be removed from the queue
            EventManager.EventComplete(QIS);
            return(false);
        }
Пример #3
0
        public void SuspendAvatar(IScenePresence presence, GridRegion destination)
        {
            IAvatarAppearanceModule appearance = presence.RequestModuleInterface <IAvatarAppearanceModule>();

            presence.AttachmentsLoaded = false;
            ISceneEntity[] attachments = GetAttachmentsForAvatar(presence.UUID);
            foreach (ISceneEntity group in attachments)
            {
                if (group.RootChild.AttachedPos != group.RootChild.SavedAttachedPos ||
                    group.RootChild.SavedAttachmentPoint != group.RootChild.AttachmentPoint)
                {
                    group.RootChild.SavedAttachedPos     = group.RootChild.AttachedPos;
                    group.RootChild.SavedAttachmentPoint = group.RootChild.AttachmentPoint;
                    //Make sure we get updated
                    group.HasGroupChanged = true;
                }

                // If an item contains scripts, it's always changed.
                // This ensures script state is saved on detach
                foreach (ISceneChildEntity p in group.ChildrenEntities())
                {
                    if (p.Inventory.ContainsScripts())
                    {
                        group.HasGroupChanged = true;
                        break;
                    }
                }
                if (group.HasGroupChanged)
                {
                    UUID assetID = UpdateKnownItem(presence.ControllingClient, group,
                                                   group.RootChild.FromUserInventoryItemID,
                                                   group.OwnerID);
                    group.RootChild.FromUserInventoryAssetID = assetID;
                }
            }
            if (appearance != null)
            {
                appearance.Appearance.SetAttachments(attachments);
                presence.Scene.AvatarService.SetAppearance(presence.UUID,
                                                           appearance.Appearance);
            }
            IBackupModule backup = presence.Scene.RequestModuleInterface <IBackupModule>();

            if (backup != null)
            {
                bool sendUpdates = destination == null;
                if (!sendUpdates)
                {
                    List <GridRegion> regions =
                        presence.Scene.RequestModuleInterface <IGridRegisterModule>()
                        .GetNeighbors(presence.Scene);
                    regions.RemoveAll((r) => r.RegionID != destination.RegionID);
                    sendUpdates = regions.Count == 0;
                }
                backup.DeleteSceneObjects(attachments, false, sendUpdates);
            }
        }
Пример #4
0
        public bool DeleteObject()
        {
            DeleteToInventoryHolder x = null;

            try
            {
                if (m_removeFromSimQueue.TryDequeue(out x))
                {
                    MainConsole.Instance.DebugFormat(
                        "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.",
                        m_removeFromSimQueue.Count);

                    if (x.permissionToTake)
                    {
                        try
                        {
                            IInventoryAccessModule invAccess = m_scene.RequestModuleInterface <IInventoryAccessModule>();
                            UUID itemID;
                            if (invAccess != null)
                            {
                                invAccess.DeleteToInventory(x.action, x.folderID, x.objectGroups, x.agentId, out itemID);
                            }
                        }
                        catch (Exception e)
                        {
                            MainConsole.Instance.ErrorFormat(
                                "[ASYNC DELETER]: Exception background sending object: {0}{1}", e.Message, e.StackTrace);
                        }
                    }

                    //Moved Delete To After Object Taken To Inventory. Prevents script variables not being updated before taken to inventory
                    if (x.permissionToDelete)
                    {
                        IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>();
                        if (backup != null)
                        {
                            backup.DeleteSceneObjects(x.objectGroups.ToArray(), true, true);
                        }
                    }
                    return(true);
                }
            }
            catch (Exception e)
            {
                // We can't put the object group details in here since the root part may have disappeared (which is where these sit).
                // FIXME: This needs to be fixed.
                MainConsole.Instance.ErrorFormat(
                    "[SCENE]: Queued sending of scene object to agent {0} {1} failed: {2}",
                    (x != null ? x.agentId.ToString() : "unavailable"),
                    (x != null ? x.agentId.ToString() : "unavailable"), e);
            }

            //MainConsole.Instance.Debug("[SCENE]: No objects left in delete queue.");
            return(false);
        }
Пример #5
0
        /// <summary>
        /// Kill an object given its UUID.
        /// </summary>
        /// <param name="cmdparams"></param>
        protected void KillUUID(string module, string[] cmdparams)
        {
            if (cmdparams.Length > 2)
            {
                UUID         id  = UUID.Zero;
                ISceneEntity grp = null;
                Scene        sc  = null;

                if (!UUID.TryParse(cmdparams[2], out id))
                {
                    m_log.Info("[KillUUID]: Error bad UUID format!");
                    return;
                }

                ForEachScene(delegate(Scene scene)
                {
                    ISceneChildEntity part = scene.GetSceneObjectPart(id);
                    if (part == null)
                    {
                        return;
                    }

                    grp = part.ParentEntity;
                    sc  = scene;
                });

                if (grp == null)
                {
                    m_log.Info(String.Format("[KillUUID]: Given UUID {0} not found!", id));
                }
                else
                {
                    m_log.Info(String.Format("[KillUUID]: Found UUID {0} in scene {1}", id, sc.RegionInfo.RegionName));
                    try
                    {
                        IBackupModule backup = sc.RequestModuleInterface <IBackupModule>();
                        if (backup != null)
                        {
                            backup.DeleteSceneObjects(new ISceneEntity[1] {
                                grp
                            }, true);
                        }
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat("[KillUUID]: Error while removing objects from scene: " + e);
                    }
                }
            }
            else
            {
                m_log.Info("[KillUUID]: Usage: kill uuid <UUID>");
            }
        }
Пример #6
0
        public void DetachSingleAttachmentToInventory(UUID itemID, IClientAPI remoteClient)
        {
            ISceneEntity[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId);
            IScenePresence presence;

            if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
            {
                IAvatarAppearanceModule appearance = presence.RequestModuleInterface <IAvatarAppearanceModule>();
                if (!appearance.Appearance.DetachAttachment(itemID))
                {
                    bool found = false;
                    foreach (ISceneEntity grp in attachments)
                    {
                        if (grp.RootChild.FromUserInventoryItemID == itemID)
                        {
                            found = true;
                        }
                    }
                    if (!found)
                    {
                        return; //Its not attached! What are we doing!
                    }
                }

                MainConsole.Instance.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId +
                                           ", ItemID: " + itemID);
                if (AvatarFactory != null)
                {
                    AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
                }
            }

            DetachSingleAttachmentToInventoryInternal(itemID, remoteClient, true);
            //Find the attachment we are trying to edit by ItemID
            foreach (ISceneEntity grp in attachments)
            {
                if (grp.RootChild.FromUserInventoryItemID == itemID)
                {
                    //And from storage as well
                    IBackupModule backup = presence.Scene.RequestModuleInterface <IBackupModule>();
                    if (backup != null)
                    {
                        backup.DeleteSceneObjects(new[] { grp }, false, true);
                    }
                }
            }
        }
Пример #7
0
        private void HandleTreeRemove(string module, string[] cmd)
        {
            if (MainConsole.Instance.ConsoleScene != m_scene)
            {
                return;
            }
            string copsename     = (cmd[2]).Trim();
            Copse  copseIdentity = null;

            foreach (Copse cp in m_copse)
            {
                if (cp.m_name == copsename)
                {
                    copseIdentity = cp;
                }
            }

            if (copseIdentity != null)
            {
                List <SceneObjectGroup> groups = new List <SceneObjectGroup>();
                foreach (UUID tree in copseIdentity.m_trees)
                {
                    IEntity entity;
                    if (m_scene.Entities.TryGetValue(tree, out entity))
                    {
                        if (entity is SceneObjectGroup)
                        {
                            groups.Add((SceneObjectGroup)entity);
                        }
                    }
                }
                IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>();
                if (backup != null)
                {
                    backup.DeleteSceneObjects(groups.ToArray(), true);
                }
                copseIdentity.m_trees = new List <UUID>();
                m_copse.Remove(copseIdentity);
                m_log.InfoFormat("[TREES]: Copse {0} has been removed", copsename);
            }
            else
            {
                m_log.InfoFormat("[TREES]: Copse {0} was not found - command failed", copsename);
            }
        }
Пример #8
0
        /// <summary>
        ///     Adds a Scene Object group to the Scene.
        ///     Verifies that the creator of the object is not banned from the simulator.
        ///     Checks if the item is an Attachment
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="sceneObject"></param>
        /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
        public bool AddSceneObject(IScene scene, ISceneEntity sceneObject)
        {
            // If the user is banned, we won't let any of their objects
            // enter. Period.
            //
            if (scene.RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID))
            {
                MainConsole.Instance.Info("[EntityTransferModule]: Denied prim crossing for banned avatar");

                return(false);
            }

            //if (!sceneObject.IsAttachmentCheckFull()) // Not Attachment
            {
                if (!scene.Permissions.CanObjectEntry(sceneObject.UUID,
                                                      true, sceneObject.AbsolutePosition, sceneObject.OwnerID))
                {
                    // Deny non attachments based on parcel settings
                    //
                    MainConsole.Instance.Info("[EntityTransferModule]: Denied prim crossing " +
                                              "because of parcel settings");

                    IBackupModule backup = scene.RequestModuleInterface <IBackupModule>();
                    if (backup != null)
                    {
                        backup.DeleteSceneObjects(new[] { sceneObject }, true, true);
                    }

                    return(false);
                }

                sceneObject.IsInTransit = false; //Reset this now that it's entering here
                if (scene.SceneGraph.AddPrimToScene(sceneObject))
                {
                    if (sceneObject.IsSelected)
                    {
                        sceneObject.RootChild.CreateSelected = true;
                    }
                    sceneObject.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                    return(true);
                }
            }
            return(false);
        }
Пример #9
0
        public void SuspendAvatar(IScenePresence presence)
        {
            ISceneEntity[] attachments = GetAttachmentsForAvatar(presence.UUID);
            foreach (ISceneEntity group in attachments)
            {
                if (group.RootChild.AttachedPos != group.RootChild.SavedAttachedPos ||
                    group.RootChild.SavedAttachmentPoint != group.RootChild.AttachmentPoint)
                {
                    group.RootChild.SavedAttachedPos     = group.RootChild.AttachedPos;
                    group.RootChild.SavedAttachmentPoint = group.RootChild.AttachmentPoint;
                    //Make sure we get updated
                    group.HasGroupChanged = true;
                }

                // If an item contains scripts, it's always changed.
                // This ensures script state is saved on detach
                foreach (ISceneChildEntity p in group.ChildrenEntities())
                {
                    if (p.Inventory.ContainsScripts())
                    {
                        group.HasGroupChanged = true;
                        break;
                    }
                }
                if (group.HasGroupChanged)
                {
                    UpdateKnownItem(presence.ControllingClient, group,
                                    group.RootChild.FromUserInventoryItemID, group.OwnerID);
                }
            }
            IBackupModule backup = presence.Scene.RequestModuleInterface <IBackupModule>();

            if (backup != null)
            {
                backup.DeleteSceneObjects(attachments, false, true);
            }
        }
        /// <summary>
        ///     Move the given scene object into a new region
        /// </summary>
        /// <param name="destination"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <param name="attemptedPos"></param>
        /// <returns>
        ///     true if the crossing itself was successful, false on failure
        /// </returns>
        protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, ISceneEntity grp, Vector3 attemptedPos)
        {
            bool successYN = false;

            if (destination != null)
            {
                if (grp.SitTargetAvatar.Count != 0)
                {
                    foreach (UUID avID in grp.SitTargetAvatar)
                    {
                        IScenePresence SP = grp.Scene.GetScenePresence(avID);
                        SP.Velocity = grp.RootChild.PhysActor.Velocity;
                        InternalCross(SP, attemptedPos, false, destination);
                    }
                    foreach (ISceneChildEntity part in grp.ChildrenEntities())
                    {
                        part.SitTargetAvatar = new List <UUID> ();
                    }

                    IBackupModule backup = grp.Scene.RequestModuleInterface <IBackupModule> ();
                    if (backup != null)
                    {
                        return(backup.DeleteSceneObjects(new [] { grp }, false, false));
                    }
                    return(true); //They do all the work adding the prim in the other region
                }

                ISceneEntity copiedGroup = grp.Copy(false);
                copiedGroup.SetAbsolutePosition(true, attemptedPos);
                if (grp.Scene != null)
                {
                    successYN = grp.Scene.RequestModuleInterface <ISimulationService> ()
                                .CreateObject(destination, copiedGroup);
                }

                if (successYN)
                {
                    // We remove the object here
                    try {
                        IBackupModule backup = grp.Scene.RequestModuleInterface <IBackupModule> ();
                        if (backup != null)
                        {
                            return(backup.DeleteSceneObjects(new [] { grp }, false, true));
                        }
                    } catch (Exception e) {
                        MainConsole.Instance.ErrorFormat(
                            "[Entity transfer]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }
                else
                {
                    if (!grp.IsDeleted)
                    {
                        if (grp.RootChild.PhysActor != null)
                        {
                            grp.RootChild.PhysActor.CrossingFailure();
                        }
                    }

                    MainConsole.Instance.ErrorFormat("[Entity transfer]r]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                MainConsole.Instance.Error(
                    "[Entity transfer]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return(successYN);
        }
        /// <summary>
        ///     Move the given scene object into a new region depending on which region its absolute position has moved
        ///     into.
        ///     This method locates the new region handle and offsets the prim position for the new region
        /// </summary>
        /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
        /// <param name="grp">the scene object that we're crossing</param>
        /// <param name="destination"></param>
        public bool CrossGroupToNewRegion(ISceneEntity grp, Vector3 attemptedPosition, GridRegion destination)
        {
            if (grp == null)
            {
                return(false);
            }
            if (grp.IsDeleted)
            {
                return(false);
            }

            if (grp.Scene == null)
            {
                return(false);
            }
            if (grp.RootChild.DIE_AT_EDGE)
            {
                // We remove the object here
                try {
                    IBackupModule backup = grp.Scene.RequestModuleInterface <IBackupModule> ();
                    if (backup != null)
                    {
                        return(backup.DeleteSceneObjects(new [] { grp }, true, true));
                    }
                } catch (Exception) {
                    MainConsole.Instance.Warn(
                        "[Database]: exception when trying to remove the prim that crossed the border.");
                }
                return(false);
            }

            if (grp.RootChild.RETURN_AT_EDGE)
            {
                // We remove the object here
                try {
                    List <ISceneEntity> objects = new List <ISceneEntity> {
                        grp
                    };
                    ILLClientInventory inventoryModule = grp.Scene.RequestModuleInterface <ILLClientInventory> ();
                    if (inventoryModule != null)
                    {
                        return(inventoryModule.ReturnObjects(objects.ToArray(), UUID.Zero));
                    }
                } catch (Exception) {
                    MainConsole.Instance.Warn(
                        "[Scene]: exception when trying to return the prim that crossed the border.");
                }
                return(false);
            }

            Vector3 oldGroupPosition = grp.RootChild.GroupPosition;

            // If we fail to cross the border, then reset the position of the scene object on that border.
            if (destination != null && !CrossPrimGroupIntoNewRegion(destination, grp, attemptedPosition))
            {
                grp.OffsetForNewRegion(oldGroupPosition);
                grp.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);

                return(false);
            }
            return(true);
        }
Пример #12
0
        // What makes this method odd and unique is it tries to detach using an UUID....     Yay for standards.
        // To LocalId or UUID, *THAT* is the question. How now Brown UUID??
        protected void DetachSingleAttachmentToInventoryInternal(UUID itemID, IClientAPI remoteClient, bool fireEvent)
        {
            if (itemID == UUID.Zero) // If this happened, someone made a mistake....
            {
                return;
            }

            // We can NOT use the dictionaries here, as we are looking
            // for an entity by the fromAssetID, which is NOT the prim UUID
            ISceneEntity[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId);

            foreach (ISceneEntity group in attachments)
            {
                if (group.RootChild.FromUserInventoryItemID == itemID)
                {
                    if (fireEvent)
                    {
                        m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);

                        group.DetachToInventoryPrep();
                    }

                    IScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);
                    if (presence != null)
                    {
                        AvatarAttachments attModule = presence.RequestModuleInterface <AvatarAttachments>();
                        if (attModule != null)
                        {
                            attModule.RemoveAttachment(group);
                        }
                    }

                    m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());

                    //Update the saved attach points
                    if (group.RootChild.AttachedPos != group.RootChild.SavedAttachedPos ||
                        group.RootChild.SavedAttachmentPoint != group.RootChild.AttachmentPoint)
                    {
                        group.RootChild.SavedAttachedPos     = group.RootChild.AttachedPos;
                        group.RootChild.SavedAttachmentPoint = group.RootChild.AttachmentPoint;
                        //Make sure we get updated
                        group.HasGroupChanged = true;
                    }

                    // If an item contains scripts, it's always changed.
                    // This ensures script state is saved on detach
                    foreach (ISceneChildEntity p in group.ChildrenEntities())
                    {
                        if (p.Inventory.ContainsScripts())
                        {
                            group.HasGroupChanged = true;
                            break;
                        }
                    }

                    UpdateKnownItem(remoteClient, group, group.RootChild.FromUserInventoryItemID, group.OwnerID);

                    IBackupModule backup = m_scene.RequestModuleInterface <IBackupModule>();
                    if (backup != null)
                    {
                        backup.DeleteSceneObjects(new ISceneEntity[1] {
                            group
                        }, true);
                    }
                    return; //All done, end
                }
            }
        }
Пример #13
0
        /// <summary>
        /// Move the given scene object into a new region
        /// </summary>
        /// <param name="newRegionHandle"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <returns>
        /// true if the crossing itself was successful, false on failure
        /// </returns>
        protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, SceneObjectGroup grp, Vector3 attemptedPos)
        {
            bool successYN = false;

            grp.RootPart.ClearUpdateScheduleOnce();
            if (destination != null)
            {
                if (grp.RootPart.SitTargetAvatar.Count != 0)
                {
                    lock (grp.RootPart.SitTargetAvatar)
                    {
                        foreach (UUID avID in grp.RootPart.SitTargetAvatar)
                        {
                            IScenePresence SP = grp.Scene.GetScenePresence(avID);
                            CrossAgentToNewRegionAsync(SP, grp.AbsolutePosition, destination, false);
                        }
                    }
                }

                SceneObjectGroup copiedGroup = (SceneObjectGroup)grp.Copy(false);
                copiedGroup.SetAbsolutePosition(true, attemptedPos);
                if (grp.Scene != null && grp.Scene.SimulationService != null)
                {
                    successYN = grp.Scene.SimulationService.CreateObject(destination, copiedGroup);
                }

                if (successYN)
                {
                    // We remove the object here
                    try
                    {
                        foreach (SceneObjectPart part in grp.ChildrenList)
                        {
                            lock (part.SitTargetAvatar)
                            {
                                part.SitTargetAvatar.Clear();
                            }
                        }
                        IBackupModule backup = grp.Scene.RequestModuleInterface <IBackupModule>();
                        if (backup != null)
                        {
                            return(backup.DeleteSceneObjects(new SceneObjectGroup[1] {
                                grp
                            }, false));
                        }
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }
                else
                {
                    if (!grp.IsDeleted)
                    {
                        if (grp.RootPart.PhysActor != null)
                        {
                            grp.RootPart.PhysActor.CrossingFailure();
                        }
                    }

                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return(successYN);
        }