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Only send one kill object to the deleter when they derez an object rather than two.
Extend regression test to check this.
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@@ -104,14 +104,8 @@ namespace OpenSim.Region.Framework.Scenes
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// better than losing the object for now.
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if (permissionToDelete)
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{
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List<uint> killIDs = new List<uint>();
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foreach (SceneObjectGroup g in objectGroups)
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{ killIDs.Add(g.LocalId);
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g.DeleteGroupFromScene(true);
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}
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m_scene.SendKillObject(killIDs);
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g.DeleteGroupFromScene(false);
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}
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}
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@@ -160,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (x.permissionToDelete)
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{
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foreach (SceneObjectGroup g in x.objectGroups)
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m_scene.DeleteSceneObject(g, false);
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m_scene.DeleteSceneObject(g, true);
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}
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}
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catch (Exception e)
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