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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/Framework/Scenes/SceneManager.cs
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@@ -107,16 +107,19 @@ namespace OpenSim.Region.Framework.Scenes
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get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
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}
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public Scene CurrentScene
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{
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get { return m_currentScene; }
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}
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/// <summary>
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/// Scene selected from the console.
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/// </summary>
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/// <value>
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/// If null, then all scenes are considered selected (signalled as "Root" on the console).
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/// </value>
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public Scene CurrentScene { get; private set; }
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public Scene CurrentOrFirstScene
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{
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get
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{
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if (m_currentScene == null)
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if (CurrentScene == null)
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{
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List<Scene> sceneList = Scenes;
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if (sceneList.Count == 0)
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@@ -125,7 +128,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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return m_currentScene;
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return CurrentScene;
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}
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}
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}
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@@ -169,11 +172,18 @@ namespace OpenSim.Region.Framework.Scenes
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public void HandleRestart(RegionInfo rdata)
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{
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m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
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int RegionSceneElement = -1;
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Scene restartedScene = null;
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lock (m_localScenes)
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{
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m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
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m_localScenes.Remove(rdata.RegionID);
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}
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// If the currently selected scene has been restarted, then we can't reselect here since we the scene
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// hasn't yet been recreated. We will have to leave this to the caller.
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if (CurrentScene == restartedScene)
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CurrentScene = null;
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// Send signal to main that we're restarting this sim.
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OnRestartSim(rdata);
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@@ -313,14 +323,14 @@ namespace OpenSim.Region.Framework.Scenes
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private void ForEachCurrentScene(Action<Scene> func)
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{
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if (m_currentScene == null)
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if (CurrentScene == null)
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{
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List<Scene> sceneList = Scenes;
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sceneList.ForEach(func);
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}
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else
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{
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func(m_currentScene);
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func(CurrentScene);
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}
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}
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@@ -340,7 +350,7 @@ namespace OpenSim.Region.Framework.Scenes
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|| (String.Compare(regionName, "..") == 0)
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|| (String.Compare(regionName, "/") == 0))
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{
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m_currentScene = null;
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CurrentScene = null;
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return true;
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}
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else
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