Fix a bug and link-set objects can now be synched correctly.
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			@ -391,7 +391,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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                //when an object is deleted, this function (DeleteObject) could be triggered more than once. So we check 
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                //if the object part is already removed is the scene (part==null)
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                m_log.Debug("Inform script engine about the deleted object");
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                //m_log.Debug("Inform script engine about the deleted object");
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                if(m_sceneToSESyncServer!=null)
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                    m_sceneToSESyncServer.SendToSE(rsm, part.ParentGroup);
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            }
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			@ -572,7 +572,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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                    //when an object is deleted, this function (DeleteObject) could be triggered more than once. So we check 
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                    //if the object part is already removed is the scene (part==null)
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                    m_log.Debug("Inform script engine about the deleted object");
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                    //m_log.Debug("Inform script engine about the deleted object");
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                    m_sceneToSESyncServer.SendToSE(rsm, part.ParentGroup);
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                }
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            }
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			@ -774,7 +774,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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                                string sogxml = SceneObjectSerializer.ToXml2Format((SceneObjectGroup)e);
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                                SendSyncMessage(SymmetricSyncMessage.MsgType.NewObject, sogxml);
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                                //m_log.Debug(LogHeader + ": " + sogxml);
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                                m_log.Debug(LogHeader + ": " + sogxml);
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                            }
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                        }
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                        return;
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			@ -217,7 +217,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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                    //SYMMETRIC SYNC
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                    //KittyL: 12/27/2010, added ActorID for symmetric synch model
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                    part.SetLastUpdateActorID();
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                    //part.SetLastUpdateActorID();
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                    // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
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                    // We override that here
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