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Make SendKillObject send multiple localIDs in one packet. This avoids the
halting visual behavior of large group deletes and eliminates the packet flood
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@@ -259,9 +259,10 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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// I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles.
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((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.SendKillObject(new List<uint>() { scene.Entities[uuid].LocalId });
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scene.SceneGraph.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false);
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scene.SendKillObject(new List<uint>() { ((SceneObjectGroup)scene.Entities[uuid]).LocalId });
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}
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catch(Exception e)
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{
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