use standard sdk stack in terrain model rather than OpenSim.Framework.UndoStack.
remove OpenSim.Framework.UndoStackbulletsim
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/*
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 * Copyright (c) Contributors, http://opensimulator.org/
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 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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 *
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 * Redistribution and use in source and binary forms, with or without
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 * modification, are permitted provided that the following conditions are met:
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 *     * Redistributions of source code must retain the above copyright
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 *       notice, this list of conditions and the following disclaimer.
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 *     * Redistributions in binary form must reproduce the above copyright
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 *       notice, this list of conditions and the following disclaimer in the
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 *       documentation and/or other materials provided with the distribution.
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 *     * Neither the name of the OpenSimulator Project nor the
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 *       names of its contributors may be used to endorse or promote products
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 *       derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 */
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using System;
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namespace OpenSim.Framework
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{
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    /// <summary>
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    /// Undo stack.  Deletes entries beyond a certain capacity
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    /// </summary>
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    /// <typeparam name="T"></typeparam>
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    [Serializable]
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    public class UndoStack<T>
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    {
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        private int m_new = 1;
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        private int m_old = 0;
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        private T[] m_Undos;
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        public UndoStack(int capacity)
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        {
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            m_Undos = new T[capacity + 1];
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        }
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        /// <summary>
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        /// Is the stack full?
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        /// </summary>
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        public bool IsFull
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        {
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            get
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            {
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                // If the old and new pointers are in the same place then all stack slots are occupied.
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                return m_new == m_old;
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            }
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        }
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        /// <summary>
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        /// Capacity of the stack.
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        /// </summary>
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        public int Capacity
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        {
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            get { return m_Undos.Length - 1; }
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        }
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        /// <summary>
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        /// Return the number of undos on the stack.
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        /// </summary>
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        public int Count
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        {
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            get
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            {
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                int count = m_new - m_old - 1;
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                if (count < 0)
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                    count += m_Undos.Length;
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                return count;
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            }
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        }
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        /// <summary>
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        /// Push a new undo onto the stack.
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        /// </summary>
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        /// <param name="item"></param>
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        public void Push(T item)
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        {
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            if (IsFull)
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            {
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                m_old++;
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                if (m_old >= m_Undos.Length)
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                    m_old -= m_Undos.Length;
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            }
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            if (++m_new >= m_Undos.Length)
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                m_new -= m_Undos.Length;
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            m_Undos[m_new] = item;
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        }
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        /// <summary>
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        /// Pop and item from the top of the undo stack.
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        /// </summary>
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        /// <returns></returns>
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        public T Pop()
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        {
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            if (Count > 0)
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            {
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                T deleted = m_Undos[m_new];
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                m_Undos[m_new--] = default(T);
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                if (m_new < 0)
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                    m_new += m_Undos.Length;
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                return deleted;
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            }
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            else
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            {
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                throw new InvalidOperationException("Cannot pop from empty stack");
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            }
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        }
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        /// <summary>
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        /// Peek at the undo on the top of the stack.
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        /// </summary>
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        /// <returns></returns>
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        public T Peek()
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        {
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            return m_Undos[m_new];
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        }
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        /// <summary>
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        /// Clear the stack.
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        /// </summary>
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        public void Clear()
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        {
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            if (Count > 0)
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            {
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                for (int i = 0; i < m_Undos.Length; i++)
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                {
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                    m_Undos[i] = default(T);
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                }
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                m_new = 1;
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                m_old = 0;
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            }
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        }
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    }
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}
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			@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
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        private ITerrainChannel m_revert;
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        private Scene m_scene;
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        private volatile bool m_tainted;
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        private readonly UndoStack<LandUndoState> m_undo = new UndoStack<LandUndoState>(5);
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        private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5);
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        #region ICommandableModule Members
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