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Fixing SVN: Adding hopefully everything else (2.5 / 3)
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105
OpenSim/OpenSim.RegionServer/Simulator/SceneObject.cs
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105
OpenSim/OpenSim.RegionServer/Simulator/SceneObject.cs
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.RegionServer.Types;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Physics.Manager;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Inventory;
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using OpenSim.RegionServer.Client;
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namespace OpenSim.RegionServer.Simulator
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{
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public class SceneObject : Entity
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{
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private LLUUID rootUUID;
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private Dictionary<LLUUID, Primitive2> ChildPrimitives = new Dictionary<LLUUID, Primitive2>();
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private Dictionary<uint, ClientView> m_clientThreads;
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private World m_world;
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public SceneObject()
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{
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}
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public void CreateFromPacket(ObjectAddPacket addPacket, LLUUID agentID, uint localID)
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{
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}
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public void CreateFromBytes(byte[] data)
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{
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}
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public override void update()
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{
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}
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public override void BackUp()
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{
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}
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public void GetProperites(ClientView client)
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{
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/*
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ObjectPropertiesPacket proper = new ObjectPropertiesPacket();
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proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[1];
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proper.ObjectData[0] = new ObjectPropertiesPacket.ObjectDataBlock();
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proper.ObjectData[0].ItemID = LLUUID.Zero;
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proper.ObjectData[0].CreationDate = (ulong)this.primData.CreationDate;
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proper.ObjectData[0].CreatorID = this.primData.OwnerID;
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proper.ObjectData[0].FolderID = LLUUID.Zero;
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proper.ObjectData[0].FromTaskID = LLUUID.Zero;
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proper.ObjectData[0].GroupID = LLUUID.Zero;
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proper.ObjectData[0].InventorySerial = 0;
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proper.ObjectData[0].LastOwnerID = LLUUID.Zero;
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proper.ObjectData[0].ObjectID = this.uuid;
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proper.ObjectData[0].OwnerID = primData.OwnerID;
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proper.ObjectData[0].TouchName = new byte[0];
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proper.ObjectData[0].TextureID = new byte[0];
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proper.ObjectData[0].SitName = new byte[0];
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proper.ObjectData[0].Name = new byte[0];
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proper.ObjectData[0].Description = new byte[0];
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proper.ObjectData[0].OwnerMask = this.primData.OwnerMask;
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proper.ObjectData[0].NextOwnerMask = this.primData.NextOwnerMask;
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proper.ObjectData[0].GroupMask = this.primData.GroupMask;
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proper.ObjectData[0].EveryoneMask = this.primData.EveryoneMask;
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proper.ObjectData[0].BaseMask = this.primData.BaseMask;
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client.OutPacket(proper);
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* */
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}
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}
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}
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