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Merge branch 'master' into careminster-presence-refactor
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@@ -360,7 +360,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public int PrimCount
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{
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get { return m_parts.Count; }
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get { lock (m_parts) { return m_parts.Count; } }
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}
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protected Quaternion m_rotation = Quaternion.Identity;
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@@ -398,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// The parts of this scene object group. You must lock this property before using it.
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/// If you want to know the number of children, consider using the PrimCount property instead
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/// </value>
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public Dictionary<UUID, SceneObjectPart> Children
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{
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@@ -521,7 +522,16 @@ namespace OpenSim.Region.Framework.Scenes
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public override UUID UUID
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{
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get { return m_rootPart.UUID; }
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set { m_rootPart.UUID = value; }
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set
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{
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m_rootPart.UUID = value;
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lock (m_parts)
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{
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m_parts.Remove(m_rootPart.UUID);
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m_parts.Add(m_rootPart.UUID, m_rootPart);
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}
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}
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}
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public UUID OwnerID
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@@ -742,21 +752,23 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_rootPart.LocalId == 0)
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m_rootPart.LocalId = m_scene.AllocateLocalId();
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// No need to lock here since the object isn't yet in a scene
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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if (Object.ReferenceEquals(part, m_rootPart))
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foreach (SceneObjectPart part in m_parts.Values)
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{
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continue;
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if (Object.ReferenceEquals(part, m_rootPart))
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{
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continue;
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}
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if (part.LocalId == 0)
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{
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part.LocalId = m_scene.AllocateLocalId();
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}
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part.ParentID = m_rootPart.LocalId;
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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if (part.LocalId == 0)
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{
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part.LocalId = m_scene.AllocateLocalId();
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}
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part.ParentID = m_rootPart.LocalId;
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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ApplyPhysics(m_scene.m_physicalPrim);
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@@ -1238,9 +1250,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_rootPart.AttachedAvatar = agentID;
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//Anakin Lohner bug #3839
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foreach (SceneObjectPart p in m_parts.Values)
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lock (m_parts)
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{
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p.AttachedAvatar = agentID;
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foreach (SceneObjectPart p in m_parts.Values)
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{
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p.AttachedAvatar = agentID;
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}
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}
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if (m_rootPart.PhysActor != null)
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@@ -1308,10 +1323,14 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = detachedpos;
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m_rootPart.AttachedAvatar = UUID.Zero;
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//Anakin Lohner bug #3839
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foreach (SceneObjectPart p in m_parts.Values)
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//Anakin Lohner bug #3839
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lock (m_parts)
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{
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p.AttachedAvatar = UUID.Zero;
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foreach (SceneObjectPart p in m_parts.Values)
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{
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p.AttachedAvatar = UUID.Zero;
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}
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}
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m_rootPart.SetParentLocalId(0);
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@@ -1337,10 +1356,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_rootPart.AttachedAvatar = UUID.Zero;
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//Anakin Lohner bug #3839
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foreach (SceneObjectPart p in m_parts.Values)
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lock (m_parts)
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{
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p.AttachedAvatar = UUID.Zero;
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foreach (SceneObjectPart p in m_parts.Values)
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{
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p.AttachedAvatar = UUID.Zero;
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}
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}
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m_rootPart.SetParentLocalId(0);
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@@ -1406,9 +1429,8 @@ namespace OpenSim.Region.Framework.Scenes
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part.ParentID = 0;
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part.LinkNum = 0;
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// No locking required since the SOG should not be in the scene yet - one can't change root parts after
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// the scene object has been attached to the scene
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m_parts.Add(m_rootPart.UUID, m_rootPart);
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lock (m_parts)
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m_parts.Add(m_rootPart.UUID, m_rootPart);
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}
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/// <summary>
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@@ -1928,14 +1950,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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///
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/// Copy the given part as the root part of this scene object.
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/// </summary>
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/// <param name="part"></param>
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/// <param name="cAgentID"></param>
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/// <param name="cGroupID"></param>
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public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
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{
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SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed));
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SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
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}
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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@@ -2234,14 +2256,15 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void ResetIDs()
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{
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// As this is only ever called for prims which are not currently part of the scene (and hence
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// not accessible by clients), there should be no need to lock
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List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
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m_parts.Clear();
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foreach (SceneObjectPart part in partsList)
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lock (m_parts)
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{
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part.ResetIDs(part.LinkNum); // Don't change link nums
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m_parts.Add(part.UUID, part);
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List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
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m_parts.Clear();
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foreach (SceneObjectPart part in partsList)
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{
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part.ResetIDs(part.LinkNum); // Don't change link nums
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m_parts.Add(part.UUID, part);
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}
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}
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}
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@@ -2479,10 +2502,15 @@ namespace OpenSim.Region.Framework.Scenes
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public SceneObjectPart GetChildPart(UUID primID)
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{
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SceneObjectPart childPart = null;
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if (m_parts.ContainsKey(primID))
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lock (m_parts)
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{
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childPart = m_parts[primID];
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if (m_parts.ContainsKey(primID))
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{
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childPart = m_parts[primID];
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}
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}
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return childPart;
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}
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@@ -2519,9 +2547,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public bool HasChildPrim(UUID primID)
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{
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if (m_parts.ContainsKey(primID))
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lock (m_parts)
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{
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return true;
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if (m_parts.ContainsKey(primID))
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return true;
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}
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return false;
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@@ -3132,9 +3161,11 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdatePermissions(UUID AgentID, byte field, uint localID,
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uint mask, byte addRemTF)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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part.UpdatePermissions(AgentID, field, localID, mask,
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addRemTF);
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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part.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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}
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HasGroupChanged = true;
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}
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