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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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@@ -124,7 +124,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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get { return RootPart.Name; }
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set { RootPart.Name = value; }
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}
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}
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/// <summary>
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/// Added because the Parcel code seems to use it
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@@ -921,10 +921,16 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Completely delete this group and tell all the scene presences about that deletion.
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/// Delete this group from its scene and tell all the scene presences about that deletion.
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/// </summary>
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public void DeleteGroup()
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{
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// We need to keep track of this state in case this group is still queued for backup.
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// FIXME: This is a 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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m_isDeleted = true;
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DetachFromBackup(this);
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lock (m_parts)
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@@ -944,6 +950,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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public void FakeDeleteGroup()
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{
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foreach (SceneObjectPart part in m_parts.Values)
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