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Merge branch 'master' into careminster
Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Data/MySQL/Resources/RegionStore.migrations OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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@@ -47,14 +47,30 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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/// </remarks>
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public class CoalescedSceneObjectsSerializer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Serialize coalesced objects to Xml
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/// </summary>
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/// <param name="coa"></param>
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/// <param name="doScriptStates">
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/// If true then serialize script states. This will halt any running scripts
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/// </param>
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/// <returns></returns>
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public static string ToXml(CoalescedSceneObjects coa)
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{
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return ToXml(coa, true);
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}
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/// <summary>
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/// Serialize coalesced objects to Xml
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/// </summary>
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/// <param name="coa"></param>
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/// <param name="doScriptStates">
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/// If true then serialize script states. This will halt any running scripts
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/// </param>
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/// <returns></returns>
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public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
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{
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using (StringWriter sw = new StringWriter())
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{
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@@ -91,7 +107,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
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writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
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SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, true);
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SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
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writer.WriteEndElement(); // SceneObjectGroup
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}
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