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* Refactored SOP.FolderID weirdness by removing calls to empty setter. YEs, I do realize the setter has to be there for legacy reasons, but since the calls will never acually DO anyhting, I'm removing them.
* So, SOP.FolderID is actually a cruft field that should be removed.
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@@ -122,10 +122,7 @@ namespace OpenSim.Data.MSSQL
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sceneObjectPart.Shape = PrimitiveBaseShape.Default;
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else
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sceneObjectPart.Shape = BuildShape(reader);
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// A relic from when we we thought that prims contained folder objects. In
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// reality, prim == folder
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sceneObjectPart.FolderID = sceneObjectPart.UUID;
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sceneObjectParts.Add(sceneObjectPart);
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UUID groupID = new UUID((Guid)reader["SceneGroupID"]);
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@@ -441,10 +441,6 @@ namespace OpenSim.Data.MySQL
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else
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prim.Shape = BuildShape(reader);
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prim.FolderID = prim.UUID; // A relic from when we
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// we thought prims contained
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// folder objects. In
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// reality, prim == folder
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prims.Add(prim);
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UUID groupID = new UUID(reader["SceneGroupID"].ToString());
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@@ -516,13 +516,6 @@ namespace OpenSim.Data.SQLite
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}
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prim.Inventory.RestoreInventoryItems(inventory);
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// XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
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// every item). This data should really be stored in the prim table itself.
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if (dbItemRows.Length > 0)
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{
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prim.FolderID = inventory[0].ParentID;
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}
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}
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/// <summary>
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