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Merge branch 'master' into careminster-presence-refactor
The modules will need to be updated for this to compile and run again. Please don't use until I do the companion commit to modules later on.
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@@ -1326,7 +1326,7 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = detachedpos;
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m_rootPart.AttachedAvatar = UUID.Zero;
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//Anakin Lohner bug #3839
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//Anakin Lohner bug #3839
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lock (m_parts)
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{
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foreach (SceneObjectPart p in m_parts.Values)
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@@ -1556,7 +1556,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Delete this group from its scene.
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/// Delete this group from its scene.
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/// </summary>
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///
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/// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
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@@ -1731,12 +1731,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// Processes backup.
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/// </summary>
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/// <param name="datastore"></param>
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public virtual void ProcessBackup(IRegionDataStore datastore, bool forcedBackup)
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public virtual void ProcessBackup(ISimulationDataService datastore, bool forcedBackup)
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{
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if (!m_isBackedUp)
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{
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// m_log.DebugFormat(
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// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
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// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
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return;
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}
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@@ -1748,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// Since this is the top of the section of call stack for backing up a particular scene object, don't let
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// any exception propogate upwards.
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// any exception propogate upwards.
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try
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{
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if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
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@@ -1944,7 +1944,6 @@ namespace OpenSim.Region.Framework.Scenes
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part.PhysActor.LocalID = part.LocalId;
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part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
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}
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}
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if (userExposed)
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{
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@@ -1954,7 +1953,6 @@ namespace OpenSim.Region.Framework.Scenes
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ScheduleGroupForFullUpdate();
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}
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}
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finally
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{
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@@ -2515,16 +2513,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>null if a child part with the primID was not found</returns>
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public SceneObjectPart GetChildPart(UUID primID)
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{
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SceneObjectPart childPart = null;
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SceneObjectPart childPart;
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lock (m_parts)
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{
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if (m_parts.ContainsKey(primID))
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{
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childPart = m_parts[primID];
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}
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}
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m_parts.TryGetValue(primID, out childPart);
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return childPart;
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}
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