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update scenegraph group find by part information in sog link, so script link functions do update that also.
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@@ -462,6 +462,20 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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}
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public void updateScenePartGroup(SceneObjectPart part, SceneObjectGroup grp)
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{
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// no tests, caller has responsability...
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lock (SceneObjectGroupsByFullPartID)
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{
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SceneObjectGroupsByFullPartID[part.UUID] = grp;
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}
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lock (SceneObjectGroupsByLocalPartID)
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{
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SceneObjectGroupsByLocalPartID[part.LocalId] = grp;
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}
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}
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/// <summary>
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/// Delete an object from the scene
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/// </summary>
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@@ -1804,7 +1818,7 @@ namespace OpenSim.Region.Framework.Scenes
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List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
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// We do this in reverse to get the link order of the prims correct
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for (int i = 0 ; i < children.Count ; i++)
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for (int i = 0; i < children.Count; i++)
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{
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SceneObjectGroup child = children[i].ParentGroup;
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@@ -1815,7 +1829,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Make sure no child prim is set for sale
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// So that, on delink, no prims are unwittingly
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// left for sale and sold off
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if (child != null)
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{
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child.RootPart.ObjectSaleType = 0;
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@@ -1850,12 +1864,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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finally
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{
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/*
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lock (SceneObjectGroupsByLocalPartID)
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{
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foreach (SceneObjectPart part in parentGroup.Parts)
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SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
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}
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*/
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parentGroup.AdjustChildPrimPermissions();
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parentGroup.HasGroupChanged = true;
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parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
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