Change attachment handling to remove object from the scene first as per
justincc's original work. Sample scripts before doing so. Also refactor some crucial common code and eliminate parameters that were only ever used with the same constant value.0.7.4.1
parent
fc77bca936
commit
e126915bc1
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@ -28,6 +28,8 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.IO;
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using System.Xml;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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@ -202,7 +204,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted)
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public void DeRezAttachments(IScenePresence sp)
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{
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if (!Enabled)
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return;
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@ -213,18 +215,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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// We can only remove the script instances from the script engine after we've retrieved their xml state
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// when we update the attachment item.
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m_scene.DeleteSceneObject(so, false, false);
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if (saveChanged || saveAllScripted)
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{
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so.IsAttachment = false;
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so.AbsolutePosition = so.RootPart.AttachedPos;
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UpdateKnownItem(sp, so, saveAllScripted);
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}
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so.RemoveScriptInstances(true);
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UpdateDetachedObject(sp, so);
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}
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sp.ClearAttachments();
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@ -528,7 +519,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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{
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// Saving attachments for NPCs messes them up for the real owner!
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INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
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@ -538,13 +529,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
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if (grp.HasGroupChanged)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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// grp.UUID, grp.AttachmentPoint);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
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InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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@ -683,6 +674,60 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return newItem;
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}
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private string GetObjectScriptStates(SceneObjectGroup grp)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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grp.SaveScriptedState(writer);
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}
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return sw.ToString();
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}
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}
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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bool saveChanged
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= sp.PresenceType != PresenceType.Npc
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&& (m_scene.UserManagementModule == null
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|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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string scriptedState = GetObjectScriptStates(so);
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// Remove the object from the scene so no more updates
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// are sent. Doing this before the below changes will ensure
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// updates can't cause "HUD artefacts"
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m_scene.DeleteSceneObject(so, false, false);
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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if (saveChanged)
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{
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// We cannot use AbsolutePosition here because that would
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// attempt to cross the prim as it is detached
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so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
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UpdateKnownItem(sp, so, scriptedState);
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}
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// Now, remove the scripts
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so.RemoveScriptInstances(true);
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}
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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@ -690,22 +735,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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// We cannot use AbsolutePosition here because that would
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// attempt to cross the prim as it is detached
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so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
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UpdateKnownItem(sp, so, true);
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// This MUST happen AFTER serialization because it will
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// either stop or remove the scripts. Both will cause scripts
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// to be serialized in a stopped state with the true run
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// state already lost.
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m_scene.DeleteSceneObject(so, false, true);
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UpdateDetachedObject(sp, so);
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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@ -65,7 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="sp">The presence closing</param>
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/// <param name="saveChanged">Save changed attachments.</param>
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/// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
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void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted);
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void DeRezAttachments(IScenePresence sp);
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/// <summary>
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/// Delete all the presence's attachments from the scene
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@ -40,6 +40,8 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </remarks>
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public interface IScenePresence : ISceneAgent
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{
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PresenceType PresenceType { get; }
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/// <summary>
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/// Copy of the script states while the agent is in transit. This state may
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/// need to be placed back in case of transfer fail.
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@ -83,4 +85,4 @@ namespace OpenSim.Region.Framework.Interfaces
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void RemoveAttachment(SceneObjectGroup gobj);
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void ClearAttachments();
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}
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}
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}
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@ -3297,17 +3297,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (AttachmentsModule != null)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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bool saveChanged
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= avatar.PresenceType != PresenceType.Npc
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&& (UserManagementModule == null || UserManagementModule.IsLocalGridUser(avatar.UUID));
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AttachmentsModule.DeRezAttachments(avatar, saveChanged, false);
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AttachmentsModule.DeRezAttachments(avatar);
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}
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ForEachClient(
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@ -151,6 +151,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false);
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}
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public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, string scriptedState)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
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ToOriginalXmlFormat(sceneObject, writer, false, true);
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writer.WriteRaw(scriptedState);
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writer.WriteEndElement();
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}
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return sw.ToString();
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}
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}
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/// <summary>
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/// Serialize a scene object to the original xml format
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/// </summary>
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