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https://github.com/opensim/opensim.git
synced 2026-08-07 01:35:46 +08:00
Massive tab and trailing space cleanup
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@@ -87,21 +87,21 @@ namespace OpenSim.Region.Framework.Scenes
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protected int m_scriptLPS = 0;
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protected internal PhysicsScene _PhyScene;
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/// <summary>
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/// Index the SceneObjectGroup for each part by the root part's UUID.
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/// </summary>
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protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
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/// <summary>
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/// Index the SceneObjectGroup for each part by that part's UUID.
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/// </summary>
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protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
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/// <summary>
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/// Index the SceneObjectGroup for each part by that part's local ID.
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/// </summary>
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protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
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protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
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/// <summary>
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/// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
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@@ -121,11 +121,11 @@ namespace OpenSim.Region.Framework.Scenes
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public PhysicsScene PhysicsScene
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{
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get
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get
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{
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if (_PhyScene == null)
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_PhyScene = m_parentScene.RequestModuleInterface<PhysicsScene>();
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return _PhyScene;
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return _PhyScene;
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}
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set
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{
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@@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
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// the joint in the Scene does not exist in the PhysicsScene.
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//
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// To solve this, we have an event in the PhysicsScene that is fired when a joint
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// has changed position (because one of its associated PhysicsActors has changed
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// has changed position (because one of its associated PhysicsActors has changed
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// position).
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//
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// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
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@@ -244,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
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// coarse locations are sent as BYTE, so limited to the 255m max of normal regions
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// try to work around that scale down X and Y acording to region size, so reducing the resolution
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//
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//
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// viewers need to scale up
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float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
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if (scaleX == 0)
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@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
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{
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ScenePresence sp = presences[i];
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// If this presence is a child agent, we don't want its coarse locations
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if (sp.IsChildAgent)
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continue;
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@@ -346,7 +346,7 @@ namespace OpenSim.Region.Framework.Scenes
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return ret;
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}
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/// <summary>
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/// Add a newly created object to the scene. This will both update the scene, and send information about the
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/// new object to all clients interested in the scene.
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@@ -372,11 +372,11 @@ namespace OpenSim.Region.Framework.Scenes
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return ret;
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}
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/// <summary>
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/// Add a newly created object to the scene.
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/// </summary>
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///
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///
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// Caller should also trigger EventManager.TriggerObjectAddedToScene
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/// <param name="sceneObject"></param>
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@@ -630,7 +630,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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List<SceneObjectGroup> updates;
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// Some updates add more updates to the updateList.
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// Some updates add more updates to the updateList.
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// Get the current list of updates and clear the list before iterating
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lock (m_updateList)
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{
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@@ -762,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
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List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
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// Remove the presence reference from the dictionary
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if (newmap.ContainsKey(agentID))
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{
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@@ -874,7 +874,7 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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#region Get Methods
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/// <summary>
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/// Get the controlling client for the given avatar, if there is one.
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///
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@@ -1190,7 +1190,7 @@ namespace OpenSim.Region.Framework.Scenes
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return null;
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return group.GetPart(localID);
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}
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/// <summary>
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/// Get a prim by name from the scene (will return the first
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/// found, if there are more than one prim with the same name)
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@@ -1209,7 +1209,7 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
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{
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// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
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if (p.Name == name)
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{
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sop = p;
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@@ -1308,7 +1308,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Performs action on all scene presences. This can ultimately run the actions in parallel but
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/// any delegates passed in will need to implement their own locking on data they reference and
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/// modify outside of the scope of the delegate.
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/// modify outside of the scope of the delegate.
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/// </summary>
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/// <param name="action"></param>
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public void ForEachScenePresence(Action<ScenePresence> action)
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@@ -1343,7 +1343,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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#endregion
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#region Client Event handlers
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@@ -1574,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId)
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{
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SceneObjectGroup group = GetGroupByPrim(localId);
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if (group != null)
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{
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if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
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@@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
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if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
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&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
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{
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group.UpdateGroupPosition(pos);
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@@ -1611,7 +1611,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
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{
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SceneObjectGroup group = GetGroupByPrim(localID);
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if (group != null)
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{
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if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
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@@ -1730,8 +1730,8 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
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if (part != null)
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{
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part.ClickAction = Convert.ToByte(clickAction);
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group.HasGroupChanged = true;
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part.ClickAction = Convert.ToByte(clickAction);
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group.HasGroupChanged = true;
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}
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}
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}
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@@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
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// However, editing linked parts and unlinking may be different
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//
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SceneObjectGroup group = root.ParentGroup;
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List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
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newSet.Remove(root);
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@@ -1978,7 +1978,7 @@ namespace OpenSim.Region.Framework.Scenes
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group.DelinkFromGroup(p, false);
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SceneObjectPart newRoot = newSet[0];
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// If there is more than one prim remaining, we
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// need to re-link
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//
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@@ -1996,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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newRoot.TriggerScriptChangedEvent(Changed.LINK);
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newRoot.ParentGroup.HasGroupChanged = true;
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newRoot.ParentGroup.ScheduleGroupForFullUpdate();
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newRoot.ParentGroup.ScheduleGroupForFullUpdate();
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}
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}
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@@ -2089,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes
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public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
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{
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// m_log.DebugFormat(
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// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
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// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
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// originalPrimID, offset, AgentID);
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SceneObjectGroup original = GetGroupByPrim(originalPrimID);
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@@ -2194,6 +2194,6 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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}
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}
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