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Megapatch. :) Fix skull attachment editing. Streamline Object terse updates.
Add rezzing time to objects. Add Object return and traffic fields to land database. Add plumbing for auto return. Implement auto return. Contains a migration. May contain nuts.
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@@ -38,8 +38,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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class DeleteToInventoryHolder
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{
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public DeRezObjectPacket DeRezPacket;
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public EntityBase selectedEnt;
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public int destination;
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public IClientAPI remoteClient;
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public SceneObjectGroup objectGroup;
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public UUID folderID;
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@@ -70,20 +69,19 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Delete the given object from the scene
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/// </summary>
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public void DeleteToInventory(
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DeRezObjectPacket DeRezPacket, UUID folderID, SceneObjectGroup objectGroup, IClientAPI remoteClient,
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EntityBase selectedEnt, bool permissionToDelete)
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public void DeleteToInventory(int destination, UUID folderID,
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SceneObjectGroup objectGroup, IClientAPI remoteClient,
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bool permissionToDelete)
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{
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m_inventoryTicker.Stop();
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lock (m_inventoryDeletes)
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{
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DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
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dtis.DeRezPacket = DeRezPacket;
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dtis.destination = destination;
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dtis.folderID = folderID;
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dtis.objectGroup = objectGroup;
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dtis.remoteClient = remoteClient;
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dtis.selectedEnt = selectedEnt;
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dtis.permissionToDelete = permissionToDelete;
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m_inventoryDeletes.Enqueue(dtis);
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@@ -121,8 +119,9 @@ namespace OpenSim.Region.Environment.Scenes
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"[SCENE]: Sending deleted object to user's inventory, {0} item(s) remaining.", left);
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x = m_inventoryDeletes.Dequeue();
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m_scene.DeleteToInventory(
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x.DeRezPacket, x.selectedEnt, x.remoteClient, x.objectGroup, x.folderID, x.permissionToDelete);
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m_scene.DeleteToInventory(x.destination,
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x.folderID, x.objectGroup, x.remoteClient,
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x.permissionToDelete);
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return true;
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}
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