Make SendKillObject send multiple localIDs in one packet. This avoids the
halting visual behavior of large group deletes and eliminates the packet floodavinationmerge
parent
ba0afa53d3
commit
52dd547863
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@ -897,7 +897,13 @@ namespace OpenSim.Client.MXP.ClientStack
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// Need to translate to MXP somehow
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}
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public void SendKillObject(ulong regionHandle, uint localID)
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public void SendKillObject(ulong regionHandle, List<uint> localIDs)
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{
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foreach (uint localID in localIDs)
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SendKillObject(regionHandle, localID);
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}
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private void SendKillObject(ulong regionHandle, uint localID)
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{
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DisappearanceEventMessage de = new DisappearanceEventMessage();
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de.ObjectIndex = localID;
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@ -495,7 +495,7 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
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throw new System.NotImplementedException();
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}
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public void SendKillObject(ulong regionHandle, uint localID)
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public void SendKillObject(ulong regionHandle, List<uint> localID)
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{
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throw new System.NotImplementedException();
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}
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@ -979,7 +979,7 @@ namespace OpenSim.Framework
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="localID"></param>
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void SendKillObject(ulong regionHandle, uint localID);
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void SendKillObject(ulong regionHandle, List<uint> localID);
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void SendAnimations(UUID[] animID, int[] seqs, UUID sourceAgentId, UUID[] objectIDs);
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void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args);
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@ -1516,35 +1516,46 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(pc, ThrottleOutPacketType.Unknown);
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}
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public void SendKillObject(ulong regionHandle, uint localID)
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public void SendKillObject(ulong regionHandle, List<uint> localIDs)
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{
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// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
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KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
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// TODO: don't create new blocks if recycling an old packet
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kill.ObjectData = new KillObjectPacket.ObjectDataBlock[1];
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kill.ObjectData[0] = new KillObjectPacket.ObjectDataBlock();
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kill.ObjectData[0].ID = localID;
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kill.ObjectData = new KillObjectPacket.ObjectDataBlock[localIDs.Count];
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for (int i = 0 ; i < localIDs.Count ; i++ )
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{
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kill.ObjectData[i] = new KillObjectPacket.ObjectDataBlock();
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kill.ObjectData[i].ID = localIDs[i];
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}
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kill.Header.Reliable = true;
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kill.Header.Zerocoded = true;
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if (m_scene.GetScenePresence(localID) == null)
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if (localIDs.Count == 1)
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{
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lock (m_entityUpdates.SyncRoot)
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if (m_scene.GetScenePresence(localIDs[0]) != null)
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{
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m_killRecord.Add(localID);
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// The throttle queue used here must match that being used for updates. Otherwise, there is a
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// chance that a kill packet put on a separate queue will be sent to the client before an existing
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// update packet on another queue. Receiving updates after kills results in unowned and undeletable
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// scene objects in a viewer until that viewer is relogged in.
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OutPacket(kill, ThrottleOutPacketType.Task);
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OutPacket(kill, ThrottleOutPacketType.State);
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return;
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}
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m_killRecord.Add(localIDs[0]);
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}
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else
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{
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OutPacket(kill, ThrottleOutPacketType.State);
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lock (m_entityUpdates.SyncRoot)
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{
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foreach (uint localID in localIDs)
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m_killRecord.Add(localID);
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}
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}
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// The throttle queue used here must match that being used for
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// updates. Otherwise, there is a chance that a kill packet put
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// on a separate queue will be sent to the client before an
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// existing update packet on another queue. Receiving updates
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// after kills results in unowned and undeletable
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// scene objects in a viewer until that viewer is relogged in.
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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/// <summary>
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@ -10969,7 +10980,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// It's a ghost! tell the client to delete it from view.
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simClient.SendKillObject(Scene.RegionInfo.RegionHandle,
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localId);
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new List<uint>() { localId });
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}
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else
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{
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@ -616,7 +616,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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//
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if (so.IsSelected)
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{
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m_scene.SendKillObject(so.RootPart.LocalId);
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m_scene.SendKillObject(new List<uint> { so.RootPart.LocalId });
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}
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so.IsSelected = false; // fudge....
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@ -529,7 +529,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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protected void KillEntity(Scene scene, uint localID)
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{
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scene.SendKillObject(localID);
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scene.SendKillObject(new List<uint>() { localID });
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}
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protected virtual GridRegion GetFinalDestination(GridRegion region)
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@ -25,6 +25,7 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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@ -110,7 +111,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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m_parts.Remove(part.UUID);
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remoteClient.SendKillObject(m_regionHandle, part.LocalId);
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remoteClient.SendKillObject(m_regionHandle, new List<uint>() { part.LocalId} );
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remoteClient.AddMoney(1);
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remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
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}
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@ -121,7 +122,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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m_parts.Remove(m_rootPart.UUID);
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m_scene.DeleteSceneObject(this, false);
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remoteClient.SendKillObject(m_regionHandle, m_rootPart.LocalId);
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remoteClient.SendKillObject(m_regionHandle, new List<uint>() { m_rootPart.LocalId });
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remoteClient.AddMoney(50);
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remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
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}
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@ -429,7 +429,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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}
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public virtual void SendKillObject(ulong regionHandle, uint localID)
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public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
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{
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}
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@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
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// better than losing the object for now.
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if (permissionToDelete)
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{
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List<uint> killIDs = new List<uint>();
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foreach (SceneObjectGroup g in objectGroups)
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{
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killIDs.Add(g.LocalId);
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g.DeleteGroupFromScene(false);
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}
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m_scene.SendKillObject(killIDs);
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}
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}
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@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == null)
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{
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//Client still thinks the object exists, kill it
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SendKillObject(localID);
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deleteIDs.Add(localID);
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continue;
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}
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@ -1717,7 +1717,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
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{
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//Client still thinks the object exists, kill it
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SendKillObject(localID);
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deleteIDs.Add(localID);
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continue;
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}
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SceneObjectGroup grp = part.ParentGroup;
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deleteIDs.Add(localID);
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deleteGroups.Add(grp);
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deleteIDs.Add(grp.LocalId);
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if (remoteClient == null)
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{
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@ -1811,6 +1811,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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SendKillObject(deleteIDs);
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if (permissionToTake)
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{
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m_asyncSceneObjectDeleter.DeleteToInventory(
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@ -2188,6 +2188,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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group.DeleteGroupFromScene(silent);
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if (!silent)
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SendKillObject(new List<uint>() { group.LocalId });
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// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
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}
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delegate(IClientAPI client)
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{
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//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
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try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); }
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try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
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catch (NullReferenceException) { }
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});
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@ -3336,18 +3338,24 @@ namespace OpenSim.Region.Framework.Scenes
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#region Entities
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public void SendKillObject(uint localID)
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public void SendKillObject(List<uint> localIDs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part != null) // It is a prim
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List<uint> deleteIDs = new List<uint>();
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foreach (uint localID in localIDs)
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{
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if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part != null) // It is a prim
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{
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if (part.ParentGroup.RootPart != part) // Child part
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return;
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if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
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{
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if (part.ParentGroup.RootPart != part) // Child part
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continue;
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}
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}
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deleteIDs.Add(localID);
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}
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ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); });
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ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
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}
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#endregion
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//m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
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//m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
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m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
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m_sceneGridService.KiPrimitive += SendKillObject;
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m_sceneGridService.OnGetLandData += GetLandData;
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}
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/// </summary>
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public void UnRegisterRegionWithComms()
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{
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m_sceneGridService.KiPrimitive -= SendKillObject;
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m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
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//m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
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//m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
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@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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namespace OpenSim.Region.Framework.Scenes
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{
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public delegate void KiPrimitiveDelegate(uint localID);
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public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
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/// <summary>
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// private LogOffUser handlerLogOffUser = null;
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// private GetLandData handlerGetLandData = null; // OnGetLandData
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public KiPrimitiveDelegate KiPrimitive;
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public SceneCommunicationService()
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{
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}
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@ -1151,7 +1151,7 @@ namespace OpenSim.Region.Framework.Scenes
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//
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if (IsSelected)
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{
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m_scene.SendKillObject(m_rootPart.LocalId);
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m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
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}
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IsSelected = false; // fudge....
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avatar.StandUp();
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if (!silent)
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{
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part.UpdateFlag = 0;
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if (part == m_rootPart)
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avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
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}
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});
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}
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@ -947,7 +947,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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}
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public void SendKillObject(ulong regionHandle, uint localID)
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public void SendKillObject(ulong regionHandle, List<uint> localID)
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{
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}
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@ -259,9 +259,10 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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// I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles.
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((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.SendKillObject(new List<uint>() { scene.Entities[uuid].LocalId });
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scene.SceneGraph.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroupFromScene(false);
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scene.SendKillObject(new List<uint>() { ((SceneObjectGroup)scene.Entities[uuid]).LocalId });
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}
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catch(Exception e)
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{
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@ -175,7 +175,7 @@ namespace OpenSim.Region.OptionalModules.ContentManagement
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//This is important because we are not IN any database.
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//m_Entity.FakeDeleteGroup();
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foreach (SceneObjectPart part in m_Entity.Parts)
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client.SendKillObject(m_Entity.RegionHandle, part.LocalId);
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client.SendKillObject(m_Entity.RegionHandle, new List<uint>() { part.LocalId });
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}
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/// <summary>
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{
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m_Entity.Scene.ForEachClient(
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delegate(IClientAPI controller)
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{ controller.SendKillObject(m_Entity.RegionHandle, part.LocalId); }
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{ controller.SendKillObject(m_Entity.RegionHandle, new List<uint>() { part.LocalId }); }
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);
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}
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}
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@ -519,7 +519,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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public virtual void SendKillObject(ulong regionHandle, uint localID)
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public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
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{
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}
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@ -386,7 +386,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
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m_scene.ForEachClient(delegate(IClientAPI controller)
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{
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controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
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selectedTree.LocalId);
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new List<uint>() { selectedTree.LocalId });
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});
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}
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else
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@ -727,7 +727,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
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m_scene.ForEachClient(delegate(IClientAPI controller)
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{
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controller.SendKillObject(m_scene.RegionInfo.RegionHandle,
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selectedTree.LocalId);
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new List<uint>() { selectedTree.LocalId });
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});
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break;
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@ -487,7 +487,7 @@ namespace OpenSim.Tests.Common.Mock
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}
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public virtual void SendKillObject(ulong regionHandle, uint localID)
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public virtual void SendKillObject(ulong regionHandle, List<uint> localID)
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{
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}
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Loading…
Reference in New Issue