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* On archive loading, tell the user how many objects we are ignoring because they already exist in the scene
* (ability to give objects new uuids will come later)
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@@ -196,7 +196,10 @@ namespace OpenSim.Region.Environment.Scenes
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/// If true, changes to the object will be reflected in its persisted data
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/// If false, the persisted data will not be changed even if the object in the scene is changed
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/// </param>
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protected internal void AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal bool AddRestoredSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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sceneObject.RegionHandle = m_regInfo.RegionHandle;
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sceneObject.SetScene(m_parentScene);
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@@ -208,7 +211,7 @@ namespace OpenSim.Region.Environment.Scenes
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sceneObject.UpdateParentIDs();
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AddSceneObject(sceneObject, attachToBackup);
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return AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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@@ -220,14 +223,15 @@ namespace OpenSim.Region.Environment.Scenes
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/// If true, the object is made persistent into the scene.
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/// If false, the object will not persist over server restarts
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/// </param>
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/// <returns>true if the object was added, false if an object with the same uuid was already in the scene
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/// <returns>
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/// true if the object was added, false if an object with the same uuid was already in the scene
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/// </returns>
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protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
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{
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// Ensure that we persist this new scene object
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sceneObject.HasGroupChanged = true;
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AddSceneObject(sceneObject, attachToBackup);
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return AddSceneObject(sceneObject, attachToBackup);
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}
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/// <summary>
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