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Add EventManager.OnSceneObjectPreSave() for future use. This is triggered immediately before a copy of the group is persisted to storage
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@@ -101,6 +101,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
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m_scene.EventManager.OnDeregisterCaps += OnDeregisterCaps;
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m_scene.EventManager.OnSceneObjectLoaded += OnSceneObjectLoaded;
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m_scene.EventManager.OnSceneObjectPreSave += OnSceneObjectPreSave;
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}
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public void Close()
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@@ -108,6 +109,7 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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m_scene.EventManager.OnRegisterCaps -= OnRegisterCaps;
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m_scene.EventManager.OnDeregisterCaps -= OnDeregisterCaps;
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m_scene.EventManager.OnSceneObjectLoaded -= OnSceneObjectLoaded;
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m_scene.EventManager.OnSceneObjectPreSave -= OnSceneObjectPreSave;
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}
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public void OnRegisterCaps(UUID agentID, Caps caps)
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@@ -157,11 +159,16 @@ namespace OpenSim.Region.CoreModules.Media.Moap
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}
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}
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public void OnSceneObjectLoaded(SceneObjectGroup sog)
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public void OnSceneObjectLoaded(SceneObjectGroup so)
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{
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m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", sog.Name, sog.UUID);
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m_log.DebugFormat("[MOAP]: OnSceneObjectLoaded fired for {0} {1}", so.Name, so.UUID);
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}
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public void OnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
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{
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m_log.DebugFormat("[MOAP]: OnSceneObjectPreSave fired for {0} {1}", persistingSo.Name, persistingSo.UUID);
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}
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public MediaEntry GetMediaEntry(SceneObjectPart part, int face)
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{
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MediaEntry me = null;
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