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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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@@ -216,28 +216,19 @@ namespace OpenSim.Region.Environment.Scenes
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Rezzed = DateTime.Now;
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}
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public SceneObjectPart(SceneObjectGroup parent, UUID ownerID,
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PrimitiveBaseShape shape, Vector3 groupPosition, Vector3 offsetPosition)
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: this(parent, ownerID, shape, groupPosition, Quaternion.Identity, offsetPosition)
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{
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}
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/// <summary>
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/// Create a completely new SceneObjectPart (prim)
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/// Create a completely new SceneObjectPart (prim). This will need to be added separately to a SceneObjectGroup
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="parent"></param>
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/// <param name="ownerID"></param>
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/// <param name="shape"></param>
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/// <param name="position"></param>
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/// <param name="rotationOffset"></param>
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/// <param name="offsetPosition"></param>
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public SceneObjectPart(
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SceneObjectGroup parent, UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
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UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
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Quaternion rotationOffset, Vector3 offsetPosition)
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{
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m_name = "Primitive";
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m_parentGroup = parent;
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Rezzed = DateTime.Now;
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_creationDate = (Int32) (DateTime.UtcNow - new DateTime(1970, 1, 1)).TotalSeconds;
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@@ -273,49 +264,6 @@ namespace OpenSim.Region.Environment.Scenes
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//m_undo = new UndoStack<UndoState>(ParentGroup.GetSceneMaxUndo());
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}
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/// <summary>
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/// Re/create a SceneObjectPart (prim)
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/// currently not used, and maybe won't be
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="parent"></param>
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/// <param name="ownerID"></param>
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/// <param name="localID"></param>
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/// <param name="shape"></param>
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/// <param name="position"></param>
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public SceneObjectPart(SceneObjectGroup parent, int creationDate, UUID ownerID,
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UUID creatorID, UUID lastOwnerID, PrimitiveBaseShape shape,
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Vector3 position, Quaternion rotation, uint flags)
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{
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m_parentGroup = parent;
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TimeStampTerse = (uint) Util.UnixTimeSinceEpoch();
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_creationDate = creationDate;
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_ownerID = ownerID;
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_creatorID = creatorID;
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_lastOwnerID = lastOwnerID;
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UUID = UUID.Random();
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Shape = shape;
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_ownershipCost = 0;
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_objectSaleType = (byte) 0;
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_salePrice = 0;
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_category = (uint) 0;
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_lastOwnerID = _creatorID;
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OffsetPosition = position;
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RotationOffset = rotation;
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ObjectFlags = flags;
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Rezzed = DateTime.Now;
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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// Since we don't store script state, this is only a 'temporary' objectflag now
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// If the object is scripted, the script will get loaded and this will be set again
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ObjectFlags &= ~(uint)(PrimFlags.Scripted | PrimFlags.Touch);
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TrimPermissions();
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// ApplyPhysics();
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}
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protected SceneObjectPart(SerializationInfo info, StreamingContext context)
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{
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//System.Console.WriteLine("SceneObjectPart Deserialize BGN");
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@@ -3056,7 +3004,6 @@ if (m_shape != null) {
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public void UpdatePrimFlags(bool UsePhysics, bool IsTemporary, bool IsPhantom)
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{
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bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
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bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
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bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
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