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Formatting cleanup.
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@@ -34,7 +34,7 @@ using OpenMetaverse;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Scenes
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{
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{
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class DeleteToInventoryHolder
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{
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public DeRezAction action;
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@@ -49,7 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// up the main client thread.
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/// </summary>
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public class AsyncSceneObjectGroupDeleter
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{
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@@ -58,16 +58,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// </value>
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public bool Enabled;
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private Timer m_inventoryTicker = new Timer(2000);
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private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
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private Scene m_scene;
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private Timer m_inventoryTicker = new Timer(2000);
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private readonly Queue<DeleteToInventoryHolder> m_inventoryDeletes = new Queue<DeleteToInventoryHolder>();
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private Scene m_scene;
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public AsyncSceneObjectGroupDeleter(Scene scene)
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{
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m_scene = scene;
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m_inventoryTicker.AutoReset = false;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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m_inventoryTicker.Elapsed += InventoryRunDeleteTimer;
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}
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/// <summary>
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@@ -113,7 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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//m_log.Debug("[SCENE]: Sent item successfully to inventory, continuing...");
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}
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}
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}
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/// <summary>
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/// Move the next object in the queue to inventory. Then delete it properly from the scene.
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@@ -121,7 +121,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public bool InventoryDeQueueAndDelete()
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{
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DeleteToInventoryHolder x = null;
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DeleteToInventoryHolder x = null;
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try
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{
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@@ -142,9 +142,9 @@ namespace OpenSim.Region.Framework.Scenes
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try
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{
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m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
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m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
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if (x.permissionToDelete)
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m_scene.DeleteSceneObject(x.objectGroup, false);
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m_scene.DeleteSceneObject(x.objectGroup, false);
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}
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catch (Exception e)
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{
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@@ -166,6 +166,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.Debug("[SCENE]: No objects left in inventory send queue.");
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return false;
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}
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}
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}
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}
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