fix linknumbers when unlink the root prim
parent
9e074988f0
commit
6779f41e21
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@ -1913,31 +1913,36 @@ namespace OpenSim.Region.Framework.Scenes
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//
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foreach (SceneObjectPart part in prims)
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{
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if (part != null)
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{
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if (part.KeyframeMotion != null)
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{
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part.KeyframeMotion.Stop();
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part.KeyframeMotion = null;
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}
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if (part.ParentGroup.PrimCount != 1) // Skip single
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{
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if (part.LinkNum < 2) // Root
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{
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rootParts.Add(part);
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}
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else
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{
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part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
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childParts.Add(part);
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}
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if(part == null)
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continue;
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SceneObjectGroup parentSOG = part.ParentGroup;
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if(parentSOG == null ||
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parentSOG.IsDeleted ||
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parentSOG.inTransit ||
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parentSOG.PrimCount == 1)
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continue;
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SceneObjectGroup group = part.ParentGroup;
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if (!affectedGroups.Contains(group))
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{
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affectedGroups.Add(group);
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}
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}
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if (!affectedGroups.Contains(parentSOG))
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{
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affectedGroups.Add(parentSOG);
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if(parentSOG.RootPart.PhysActor != null)
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parentSOG.RootPart.PhysActor.Building = true;
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}
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if (part.KeyframeMotion != null)
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{
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part.KeyframeMotion.Stop();
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part.KeyframeMotion = null;
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}
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if (part.LinkNum < 2) // Root
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{
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rootParts.Add(part);
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}
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else
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{
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part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
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childParts.Add(part);
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}
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}
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@ -1946,8 +1951,8 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart child in childParts)
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{
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// Unlink all child parts from their groups
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//
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child.ParentGroup.DelinkFromGroup(child, true);
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//child.ParentGroup is now other
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child.ParentGroup.HasGroupChanged = true;
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child.ParentGroup.ScheduleGroupForFullUpdate();
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}
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@ -1962,72 +1967,49 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup group = root.ParentGroup;
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List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
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int numChildren = newSet.Count;
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if (numChildren == 1)
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newSet.Remove(root);
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int numChildren = newSet.Count;
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if(numChildren == 0)
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break;
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// If there are prims left in a link set, but the root is
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// slated for unlink, we need to do this
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// Unlink the remaining set
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//
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bool sendEventsToRemainder = false;
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if (numChildren == 2) // only one child prim no re-link needed
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sendEventsToRemainder = true;
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foreach (SceneObjectPart p in newSet)
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{
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if (p != group.RootPart)
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{
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group.DelinkFromGroup(p, sendEventsToRemainder);
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if (sendEventsToRemainder) // finish single child prim now
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{
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p.ParentGroup.HasGroupChanged = true;
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p.ParentGroup.ScheduleGroupForFullUpdate();
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}
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}
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}
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group.DelinkFromGroup(p, false);
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SceneObjectPart newRoot = newSet[0];
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// If there is more than one prim remaining, we
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// need to re-link
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//
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if (numChildren > 2)
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if (numChildren > 1)
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{
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// Remove old root
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//
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if (newSet.Contains(root))
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newSet.Remove(root);
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// Preserve link ordering
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//
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newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
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{
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return a.LinkNum.CompareTo(b.LinkNum);
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});
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// Determine new root
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//
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SceneObjectPart newRoot = newSet[0];
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newSet.RemoveAt(0);
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foreach (SceneObjectPart newChild in newSet)
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newChild.ClearUpdateSchedule();
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foreach (SceneObjectPart newChild in newSet)
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newChild.ClearUpdateSchedule();
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LinkObjects(newRoot, newSet);
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// if (!affectedGroups.Contains(newRoot.ParentGroup))
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// affectedGroups.Add(newRoot.ParentGroup);
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}
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else
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{
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newRoot.TriggerScriptChangedEvent(Changed.LINK);
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newRoot.ParentGroup.HasGroupChanged = true;
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newRoot.ParentGroup.ScheduleGroupForFullUpdate();
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}
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}
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// Finally, trigger events in the roots
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// trigger events in the roots
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//
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foreach (SceneObjectGroup g in affectedGroups)
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{
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if(g.RootPart.PhysActor != null)
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g.RootPart.PhysActor.Building = false;
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g.AdjustChildPrimPermissions(false);
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// Child prims that have been unlinked and deleted will
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// return unless the root is deleted. This will remove them
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// from the database. They will be rewritten immediately,
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// minus the rows for the unlinked child prims.
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g.AdjustChildPrimPermissions(false);
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m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
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g.TriggerScriptChangedEvent(Changed.LINK);
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g.HasGroupChanged = true; // Persist
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@ -3168,10 +3168,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (insert)
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{
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linkNum = 2;
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int insertSize = objectGroup.PrimCount;
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foreach (SceneObjectPart part in Parts)
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{
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if (part.LinkNum > 1)
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part.LinkNum++;
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part.LinkNum += insertSize;
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}
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}
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else
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@ -3200,14 +3201,14 @@ namespace OpenSim.Region.Framework.Scenes
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linkPart.LinkNum = linkNum++;
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linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
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// Get a list of the SOP's in the old group in order of their linknum's.
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// Get a list of the SOP's in the source group in order of their linknum's.
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SceneObjectPart[] ogParts = objectGroup.Parts;
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Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
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{
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return a.LinkNum - b.LinkNum;
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});
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// Add each of the SOP's from the old linkset to our linkset
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// Add each of the SOP's from the source linkset to our linkset
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for (int i = 0; i < ogParts.Length; i++)
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{
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SceneObjectPart part = ogParts[i];
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@ -3415,6 +3416,110 @@ namespace OpenSim.Region.Framework.Scenes
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return objectGroup;
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}
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/* working on it
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public void DelinkFromGroup(List<SceneObjectPart> linkParts, bool sendEvents)
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
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// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
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if(PrimCount == 1)
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return;
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = true;
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bool unlinkroot = false;
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foreach(SceneObjectPart linkPart in linkParts)
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{
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// first we only remove child parts
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if(linkPart.LocalId == m_rootPart.LocalId)
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{
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unlinkroot = true;
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continue;
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}
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lock (m_parts.SyncRoot)
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if(!m_parts.Remove(linkPart.UUID))
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continue;
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linkPart.ClearUndoState();
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Vector3 worldPos = linkPart.GetWorldPosition();
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Quaternion worldRot = linkPart.GetWorldRotation();
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linkPart.ParentID = 0;
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linkPart.LinkNum = 0;
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PhysicsActor linkPartPa = linkPart.PhysActor;
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// Remove the SOP from the physical scene.
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// If the new SOG is physical, it is re-created later.
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// (There is a problem here in that we have not yet told the physics
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// engine about the delink. Someday, linksets should be made first
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// class objects in the physics engine interface).
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if (linkPartPa != null)
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{
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m_scene.PhysicsScene.RemovePrim(linkPartPa);
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linkPart.PhysActor = null;
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}
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linkPart.setGroupPosition(worldPos);
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linkPart.setOffsetPosition(Vector3.Zero);
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linkPart.setRotationOffset(worldRot);
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// Create a new SOG to go around this unlinked and unattached SOP
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SceneObjectGroup objectGroup = new SceneObjectGroup(linkPart);
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m_scene.AddNewSceneObject(objectGroup, true);
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linkPart.Rezzed = RootPart.Rezzed;
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// this is as it seems to be in sl now
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if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
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linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
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objectGroup.HasGroupChangedDueToDelink = true;
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if (sendEvents)
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linkPart.TriggerScriptChangedEvent(Changed.LINK);
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}
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if(unlinkroot)
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{
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//TODO
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}
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lock (m_parts.SyncRoot)
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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if (parts.Length == 1)
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{
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// Single prim left
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m_rootPart.LinkNum = 0;
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}
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else
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{
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m_rootPart.LinkNum = 1;
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int linknum = 2;
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for (int i = 1; i < parts.Length; i++)
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parts[i].LinkNum = linknum++;
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}
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}
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InvalidBoundsRadius();
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if (m_rootPart.PhysActor != null)
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m_rootPart.PhysActor.Building = false;
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// When we delete a group, we currently have to force persist to the database if the object id has changed
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// (since delete works by deleting all rows which have a given object id)
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Scene.SimulationDataService.RemoveObject(UUID, Scene.RegionInfo.RegionID);
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HasGroupChangedDueToDelink = true;
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TriggerScriptChangedEvent(Changed.LINK);
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return;
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}
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*/
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/// <summary>
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/// Stop this object from being persisted over server restarts.
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/// </summary>
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