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Merge branch 'master' into careminster
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@@ -1724,19 +1724,23 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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// Send the parts of this SOG to a single client
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// Used when the client initially connects and when client sends RequestPrim packet
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/// <summary>
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/// Send the parts of this SOG to a single client
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/// </summary>
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/// <remarks>
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/// Used when the client initially connects and when client sends RequestPrim packet
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/// </remarks>
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/// <param name="remoteClient"></param>
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public void SendFullUpdateToClient(IClientAPI remoteClient)
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{
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RootPart.SendFullUpdate(
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remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
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RootPart.SendFullUpdate(remoteClient);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart part = parts[i];
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if (part != RootPart)
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part.SendFullUpdate(remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
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part.SendFullUpdate(remoteClient);
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}
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}
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@@ -2067,10 +2071,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Reset the UUIDs for all the prims that make up this group.
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///
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/// </summary>
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/// <remarks>
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/// This is called by methods which want to add a new group to an existing scene, in order
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/// to ensure that there are no clashes with groups already present.
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/// </summary>
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/// </remarks>
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public void ResetIDs()
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{
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lock (m_parts.SyncRoot)
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@@ -3636,6 +3641,8 @@ namespace OpenSim.Region.Framework.Scenes
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part.Inventory.ChangeInventoryGroup(GroupID);
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}
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HasGroupChanged = true;
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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//ScheduleGroupForFullUpdate();
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