* refactor: Remove redundent prim id attribute on Scene.AddSceneObject()
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6eb191c87b
commit
4aad6a07ff
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@ -91,8 +91,7 @@ namespace OpenSim.Framework.Communications.Services
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public virtual void LogOffUser(UserProfileData theUser, string message)
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{
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}
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/// <summary>
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/// Called when we receive the client's initial XMLRPC login_to_simulator request message
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/// </summary>
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@ -172,7 +172,7 @@ namespace OpenSim.Region.CoreModules.World.Serialiser.Tests
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SceneObjectGroup so = new SceneObjectGroup(rp);
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// Need to add the object to the scene so that the request to get script state succeeds
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m_scene.AddSceneObject(UUID.Zero, so);
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m_scene.AddSceneObject(so);
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string xml2 = m_serialiserModule.SaveGroupToXml2(so);
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@ -1663,14 +1663,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public bool IncomingInterRegionPrimGroup(UUID primID, string objXMLData, int XMLMethod)
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{
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if (XMLMethod == 0)
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{
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m_log.DebugFormat("[INTERREGION]: A new prim {0} arrived from a neighbor", primID);
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SceneObjectGroup sceneObject = m_serialiser.DeserializeGroupFromXml2(objXMLData);
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return AddSceneObject(primID, sceneObject);
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return AddSceneObject(sceneObject);
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}
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else if ((XMLMethod == 100) && m_allowScriptCrossings)
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{
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@ -1763,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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if (!AddSceneObject(newObject.UUID, newObject))
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if (!AddSceneObject(newObject))
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{
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m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
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return false;
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@ -1784,7 +1782,7 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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public bool AddSceneObject(UUID primID, SceneObjectGroup sceneObject)
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public bool AddSceneObject(SceneObjectGroup sceneObject)
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{
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// If the user is banned, we won't let any of their objects
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// enter. Period.
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@ -1810,12 +1808,9 @@ namespace OpenSim.Region.Framework.Scenes
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AddRestoredSceneObject(sceneObject, false, false);
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// Handle attachment special case
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//
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//SceneObjectPart RootPrim = GetSceneObjectPart(primID);
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SceneObjectPart RootPrim = sceneObject.RootPart;
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// Fix up attachment Parent Local ID
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//
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ScenePresence sp = GetScenePresence(sceneObject.OwnerID);
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//uint parentLocalID = 0;
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