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* Remove a bug I created in r5171 where taking an object would terminate the client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
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@@ -1665,7 +1665,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Delete this object from the scene.
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/// Delete the given object from the scene.
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/// </summary>
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/// <param name="group"></param>
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public void DeleteSceneObject(SceneObjectGroup group)
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@@ -1686,14 +1686,6 @@ namespace OpenSim.Region.Environment.Scenes
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group.DeleteGroup();
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group.DeleteParts();
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// In case anybody else retains a reference to this group, signal deletion by changing the name
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// to null. We can't zero out the UUID because this is taken from the root part, which has already
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// been removed.
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// FIXME: This is a really poor temporary solution, since it still leaves plenty of scope for race
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// conditions where a user deletes an entity while it is being stored. Really, the update
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// code needs a redesign.
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group.Name = null;
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}
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/// <summary>
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