Fix a rather nasty issue where the Backup() process causes objects and avatars sitting on them to be pushed to the corner of the sim.
parent
8d3a73d126
commit
19ab4c9508
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@ -317,8 +317,8 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_scriptListens_notAtTarget = false;
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private bool m_scriptListens_notAtTarget = false;
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private bool m_scriptListens_atRotTarget = false;
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private bool m_scriptListens_atRotTarget = false;
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private bool m_scriptListens_notAtRotTarget = false;
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private bool m_scriptListens_notAtRotTarget = false;
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public bool m_dupeInProgress = false;
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internal Dictionary<UUID, string> m_savedScriptState = null;
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internal Dictionary<UUID, string> m_savedScriptState = null;
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#region Properties
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#region Properties
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@ -475,16 +475,21 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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part.IgnoreUndoUpdate = false;
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part.IgnoreUndoUpdate = false;
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part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
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part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
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part.GroupPosition = val;
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part.GroupPosition = val;
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part.TriggerScriptChangedEvent(Changed.POSITION);
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if (!m_dupeInProgress)
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}
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{
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part.TriggerScriptChangedEvent(Changed.POSITION);
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foreach (ScenePresence av in m_linkedAvatars)
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}
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{
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}
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Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
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if (!m_dupeInProgress)
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av.AbsolutePosition += offset;
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{
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av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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foreach (ScenePresence av in m_linkedAvatars)
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av.SendFullUpdateToAllClients();
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{
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Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
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av.AbsolutePosition += offset;
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av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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av.SendFullUpdateToAllClients();
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}
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}
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}
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//if (m_rootPart.PhysActor != null)
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//if (m_rootPart.PhysActor != null)
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@ -1800,88 +1805,96 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
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/// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
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/// <returns></returns>
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/// <returns></returns>
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public SceneObjectGroup Copy(bool userExposed)
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public SceneObjectGroup Copy(bool userExposed)
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{
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{
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SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
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SceneObjectGroup dupe;
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dupe.m_isBackedUp = false;
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try
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dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
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{
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m_dupeInProgress = true;
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// Warning, The following code related to previousAttachmentStatus is needed so that clones of
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dupe = (SceneObjectGroup)MemberwiseClone();
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// attachments do not bordercross while they're being duplicated. This is hacktastic!
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dupe.m_isBackedUp = false;
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// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
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dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
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// unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
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// (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
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// Warning, The following code related to previousAttachmentStatus is needed so that clones of
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// then restore it's attachment state
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// attachments do not bordercross while they're being duplicated. This is hacktastic!
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// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
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// This is only necessary when userExposed is false!
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// unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
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// (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
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bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
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// then restore it's attachment state
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if (!userExposed)
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// This is only necessary when userExposed is false!
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dupe.RootPart.IsAttachment = true;
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bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
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dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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if (!userExposed)
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if (!userExposed)
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dupe.RootPart.IsAttachment = true;
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{
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dupe.RootPart.IsAttachment = previousAttachmentStatus;
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dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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if (!userExposed)
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{
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dupe.RootPart.IsAttachment = previousAttachmentStatus;
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}
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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if (userExposed)
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dupe.m_rootPart.TrimPermissions();
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/// may need to create a new Physics actor.
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if (dupe.RootPart.PhysActor != null && userExposed)
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{
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PrimitiveBaseShape pbs = dupe.RootPart.Shape;
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dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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dupe.RootPart.Name,
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pbs,
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dupe.RootPart.AbsolutePosition,
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dupe.RootPart.Scale,
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dupe.RootPart.RotationOffset,
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dupe.RootPart.PhysActor.IsPhysical);
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dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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}
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List<SceneObjectPart> partList;
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lockPartsForRead(true);
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partList = new List<SceneObjectPart>(m_parts.Values);
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lockPartsForRead(false);
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partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
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{
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return p1.LinkNum.CompareTo(p2.LinkNum);
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}
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);
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foreach (SceneObjectPart part in partList)
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{
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if (part.UUID != m_rootPart.UUID)
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{
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SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
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newPart.LinkNum = part.LinkNum;
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}
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}
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if (userExposed)
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{
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dupe.UpdateParentIDs();
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dupe.HasGroupChanged = true;
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dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
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}
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}
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finally
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{
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m_dupeInProgress = false;
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}
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}
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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if (userExposed)
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dupe.m_rootPart.TrimPermissions();
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/// may need to create a new Physics actor.
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if (dupe.RootPart.PhysActor != null && userExposed)
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{
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PrimitiveBaseShape pbs = dupe.RootPart.Shape;
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dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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dupe.RootPart.Name,
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pbs,
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dupe.RootPart.AbsolutePosition,
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dupe.RootPart.Scale,
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dupe.RootPart.RotationOffset,
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dupe.RootPart.PhysActor.IsPhysical);
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dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
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dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
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}
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List<SceneObjectPart> partList;
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lockPartsForRead(true);
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partList = new List<SceneObjectPart>(m_parts.Values);
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lockPartsForRead(false);
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partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
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{
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return p1.LinkNum.CompareTo(p2.LinkNum);
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}
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);
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foreach (SceneObjectPart part in partList)
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{
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if (part.UUID != m_rootPart.UUID)
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{
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SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
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newPart.LinkNum = part.LinkNum;
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}
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}
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if (userExposed)
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{
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dupe.UpdateParentIDs();
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dupe.HasGroupChanged = true;
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dupe.AttachToBackup();
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ScheduleGroupForFullUpdate();
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}
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return dupe;
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return dupe;
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}
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}
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@ -718,17 +718,20 @@ namespace OpenSim.Region.Framework.Scenes
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// Tell the physics engines that this prim changed.
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// Tell the physics engines that this prim changed.
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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}
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List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
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if (!m_parentGroup.m_dupeInProgress)
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foreach (ScenePresence av in avs)
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{
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{
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List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
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if (av.LinkedPrim == m_uuid)
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foreach (ScenePresence av in avs)
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{
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{
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Vector3 offset = (m_offsetPosition - oldpos);
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if (av.LinkedPrim == m_uuid)
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av.OffsetPosition += offset;
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{
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av.SendFullUpdateToAllClients();
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Vector3 offset = (m_offsetPosition - oldpos);
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}
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av.OffsetPosition += offset;
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av.SendFullUpdateToAllClients();
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}
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}
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}
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}
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}
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}
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TriggerScriptChangedEvent(Changed.POSITION);
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TriggerScriptChangedEvent(Changed.POSITION);
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