Minor formatting cleanup.
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						f894f5d87b
					
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			@ -805,7 +805,7 @@ namespace OpenSim.Data.MySQL
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                            if (hashtable.ContainsKey(folders[i].ID))
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                                folders.AddRange(hashtable[folders[i].ID]);
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                    }
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                } // lock(database)
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                } // lock (database)
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                return folders;
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            }
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            catch (Exception e)
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			@ -240,7 +240,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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                    return;
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            }
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			packet.Header.Sequence = 0;
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            packet.Header.Sequence = 0;
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            lock (m_NeedAck)
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            {
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			@ -726,21 +726,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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            packet.TickCount = System.Environment.TickCount;
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            // Assign sequence number here to prevent out of order packets
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			if(packet.Header.Sequence == 0)
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			{
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				packet.Header.Sequence = NextPacketSequenceNumber();
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            if (packet.Header.Sequence == 0)
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            {
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                packet.Header.Sequence = NextPacketSequenceNumber();
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				lock (m_NeedAck)
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				{
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					// We want to see that packet arrive if it's reliable
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					if (packet.Header.Reliable)
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					{
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						m_UnackedBytes += packet.ToBytes().Length;
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						m_NeedAck[packet.Header.Sequence] = new AckData(packet, 
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								item.Identifier);
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					}
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				}
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			}
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                lock (m_NeedAck)
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                {
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                    // We want to see that packet arrive if it's reliable
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                    if (packet.Header.Reliable)
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                    {
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                        m_UnackedBytes += packet.ToBytes().Length;
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                        m_NeedAck[packet.Header.Sequence] = new AckData(packet, 
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                                item.Identifier);
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                    }
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                }
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            }
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            // Actually make the byte array and send it
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            try
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			@ -504,12 +504,12 @@ namespace OpenSim.Region.Environment.Scenes
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                    m_pendingObjects = new Queue<SceneObjectGroup>();
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                    foreach (EntityBase e in m_scene.Entities.Values)
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                        if(e is SceneObjectGroup)
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                        if (e is SceneObjectGroup)
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                            m_pendingObjects.Enqueue((SceneObjectGroup)e);
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                }
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            }
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            while(m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 60)
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            while (m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 60)
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            {
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                SceneObjectGroup g = m_pendingObjects.Dequeue();
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			@ -3214,7 +3214,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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        {
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            m_host.AddScriptLPS(1);
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            SceneObjectPart targ = World.GetSceneObjectPart(target);
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            if( targ == null )
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            if (targ == null)
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                return;
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            targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
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        }
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			@ -321,7 +321,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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                                                {
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                                                    // ...if it is there. With mono --debug OpenSim.exe,
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                                                    // you'll get the error in the format filename:linenumber
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                                                    if(colon + 6 < t.Length && t.Substring(colon + 1, 5).Equals("line ")) colon += 6;
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                                                    if (colon + 6 < t.Length && t.Substring(colon + 1, 5).Equals("line ")) colon += 6;
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                                                    else ++colon; // else only skip the colon
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                                                    line = " at line " + Convert.ToInt32(t.Substring(colon)).ToString();
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                                                }
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			@ -3156,7 +3156,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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        {
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            m_host.AddScriptLPS(1);
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            SceneObjectPart targ = World.GetSceneObjectPart(target);
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            if( targ == null )
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            if (targ == null)
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                return;
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            targ.ApplyImpulse(new LLVector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
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        }
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