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* Extend basic scene test to retrieve the object from the scene and match uuids
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors
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@@ -507,9 +507,9 @@ namespace OpenSim.Region.Environment.Scenes
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public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
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{
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Vector3 rootOffset = new Vector3(0, 0, 0);
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SceneObjectPart newPart = new SceneObjectPart(this, ownerID, shape, pos, rot, rootOffset);
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SceneObjectPart newPart = new SceneObjectPart(ownerID, shape, pos, rot, rootOffset);
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newPart.LinkNum = 0;
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m_parts.Add(newPart.UUID, newPart);
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AddPart(newPart);
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SetPartAsRoot(newPart);
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}
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@@ -904,7 +904,6 @@ namespace OpenSim.Region.Environment.Scenes
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try
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{
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m_parts.Add(part.UUID, part);
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}
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catch (Exception e)
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{
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@@ -1757,10 +1756,12 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns>null if a child part with the local ID was not found</returns>
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public SceneObjectPart GetChildPart(uint localID)
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{
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//m_log.DebugFormat("Entered looking for {0}", localID);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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//m_log.DebugFormat("Found {0}", part.LocalId);
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if (part.LocalId == localID)
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{
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return part;
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@@ -1795,10 +1796,12 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns></returns>
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public bool HasChildPrim(uint localID)
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{
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//m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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//m_log.DebugFormat("Found {0}", part.LocalId);
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if (part.LocalId == localID)
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{
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return true;
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