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Add plumbing for the SceneObjectDeleter to wait for the script engine to
allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
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@@ -109,7 +109,7 @@ namespace OpenSim.Region.Framework.Scenes
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while (InventoryDeQueueAndDelete())
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{
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m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
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//m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
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}
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}
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@@ -128,11 +128,16 @@ namespace OpenSim.Region.Framework.Scenes
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int left = m_inventoryDeletes.Count;
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if (left > 0)
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{
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x = m_inventoryDeletes.Dequeue();
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if (!x.objectGroup.CanBeDeleted())
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{
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m_inventoryDeletes.Enqueue(x);
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return true;
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}
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m_log.DebugFormat(
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"[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
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x = m_inventoryDeletes.Dequeue();
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try
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{
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m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
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