public void DeselectPrim(uint primLocalID, IClientAPI remoteClient)
{
SceneObjectPart part = GetSceneObjectPart(primLocalID);
if (part == null)
return;
// The prim is in the process of being deleted.
if (null == part.ParentGroup.RootPart)
return;
// A deselect packet contains all the local prims being deselected. However, since selection is still
// group based we only want the root prim to trigger a full update - otherwise on objects with many prims
// we end up sending many duplicate ObjectUpdates
if (part.ParentGroup.RootPart.LocalId != part.LocalId)
return;
bool isAttachment = false;
// This is wrong, wrong, wrong. Selection should not be
// handled by group, but by prim. Legacy cruft.
// TODO: Make selection flagging per prim!
//
part.ParentGroup.IsSelected = false;
if (part.ParentGroup.IsAttachment)
isAttachment = true;
else
part.ParentGroup.ScheduleGroupForFullUpdate();
// If it's not an attachment, and we are allowed to move it,
// then we might have done so. If we moved across a parcel
// boundary, we will need to recount prims on the parcels.
// For attachments, that makes no sense.
//
if (!isAttachment)
{
if (Permissions.CanEditObject(
part.UUID, remoteClient.AgentId)
|| Permissions.CanMoveObject(
part.UUID, remoteClient.AgentId))
EventManager.TriggerParcelPrimCountTainted();
}
}