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* Introduce an IsAttachment property on the group level (which just returns false if the group is already deleted)
* This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
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@@ -276,7 +276,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
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if (sceneObject.RootPart != null && !sceneObject.RootPart.IsAttachment)
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if (!sceneObject.IsDeleted && !sceneObject.IsAttachment)
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sceneObjects.Add((SceneObjectGroup)entity);
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}
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}
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