change how avatar data, appearance and animations are sent, specially
the orderavinationmerge
parent
1edaf29149
commit
dc178959c5
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@ -1806,6 +1806,17 @@ namespace OpenSim.Region.Framework.Scenes
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look = new Vector3(0.99f, 0.042f, 0);
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}
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if (!IsChildAgent)
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{
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InventoryFolderBase cof = m_scene.InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
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if (cof == null)
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COF = UUID.Zero;
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else
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COF = cof.ID;
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m_log.DebugFormat("[ScenePresence]: CompleteMovement COF for {0} is {1}", client.AgentId, COF);
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}
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// Tell the client that we're totally ready
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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@ -2776,34 +2787,15 @@ namespace OpenSim.Region.Framework.Scenes
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if (satOnObject)
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{
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// SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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else if (PhysicsActor == null)
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AddToPhysicalScene(false);
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SendAvatarDataToAllAgents();
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}
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Animator.TrySetMovementAnimation("STAND");
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if (satOnObject)
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{
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ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X,AbsolutePosition.Y);
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if (land != null)
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{
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UUID parcelID = land.LandData.GlobalID;
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if (m_currentParcelUUID != parcelID)
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currentParcelUUID = parcelID;
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else
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SendAvatarDataToAllAgents();
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}
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else
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SendAvatarDataToAllAgents();
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}
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TriggerScenePresenceUpdated();
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}
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@ -3078,11 +3070,14 @@ namespace OpenSim.Region.Framework.Scenes
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ParentPart = part;
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ParentID = part.LocalId;
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SendAvatarDataToAllAgents();
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if(status == 3)
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Animator.TrySetMovementAnimation("SIT_GROUND");
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else
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Animator.TrySetMovementAnimation("SIT");
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SendAvatarDataToAllAgents();
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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@ -3182,13 +3177,14 @@ namespace OpenSim.Region.Framework.Scenes
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Velocity = Vector3.Zero;
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RemoveFromPhysicalScene();
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SendAvatarDataToAllAgents();
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String sitAnimation = "SIT";
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if (!String.IsNullOrEmpty(part.SitAnimation))
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{
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sitAnimation = part.SitAnimation;
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}
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Animator.TrySetMovementAnimation(sitAnimation);
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SendAvatarDataToAllAgents();
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TriggerScenePresenceUpdated();
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}
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}
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@ -3478,8 +3474,8 @@ namespace OpenSim.Region.Framework.Scenes
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landch.sendClientInitialLandInfo(ControllingClient);
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}
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}
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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SendOtherAgentsAvatarFullToMe();
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EntityBase[] entities = Scene.Entities.GetEntities();
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foreach (EntityBase e in entities)
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@ -3508,40 +3504,45 @@ namespace OpenSim.Region.Framework.Scenes
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// to see if all the baked textures are already here.
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if (m_scene.AvatarFactory != null)
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cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this);
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// If we aren't using a cached appearance, then clear out the baked textures
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if (!cachedappearance)
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{
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// Appearance.ResetAppearance();
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// save what ????
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// maybe needed so the tryretry repair works?
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(UUID);
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}
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// This agent just became root. We are going to tell everyone about it. The process of
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// getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
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// again here... this comes after the cached appearance check because the avatars
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// appearance goes into the avatar update packet
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SendAvatarDataToAllAgents();
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// This invocation always shows up in the viewer logs as an error. Is it needed?
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// send all information we have
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// possible not needed since viewer should ask about it
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// least it all ask for baked
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SendAppearanceToAgent(this);
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// If we are using the the cached appearance then send it out to everyone
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// send even grays
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if (cachedappearance)
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// if (cachedappearance)
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// {
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SendAppearanceToAllOtherAgents();
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// }
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Animator.SendAnimPack();
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}
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/// <summary>
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/// Send avatar full data appearance and animations for all other root agents to this agent, this agent
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/// can be either a child or root
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/// </summary>
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public void SendOtherAgentsAvatarFullToMe()
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{
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int count = 0;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name);
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// If the avatars baked textures are all in the cache, then we have a
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// complete appearance... send it out, if not, then we'll send it when
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// the avatar finishes updating its appearance
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SendAppearanceToAllOtherAgents();
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}
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// only send information about other root agents
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if (scenePresence.UUID == UUID)
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return;
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scenePresence.SendAvatarDataToAgent(this);
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scenePresence.SendAppearanceToAgent(this);
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scenePresence.SendAnimPackToAgent(this);
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// for now attachments are sent with all SOG
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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}
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/// <summary>
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@ -3566,33 +3567,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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SendAvatarDataToAgent(scenePresence);
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count++;
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SendAvatarDataToAgent(scenePresence);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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}
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/// <summary>
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/// Send avatar data for all other root agents to this agent, this agent
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/// can be either a child or root
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/// </summary>
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public void SendOtherAgentsAvatarDataToMe()
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{
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int count = 0;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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{
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// only send information about other root agents
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if (scenePresence.UUID == UUID)
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return;
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scenePresence.SendAvatarDataToAgent(this);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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}
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/// <summary>
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/// Send avatar data to an agent.
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@ -3604,7 +3584,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParcelHideThisAvatar && currentParcelUUID != avatar.currentParcelUUID && avatar.GodLevel < 200)
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return;
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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}
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/// <summary>
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@ -3638,28 +3617,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.StatsReporter.AddAgentUpdates(count);
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}
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/// <summary>
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/// Send appearance from all other root agents to this agent. this agent
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/// can be either root or child
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/// </summary>
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public void SendOtherAgentsAppearanceToMe()
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{
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// m_log.DebugFormat("[SCENE PRESENCE] SendOtherAgentsAppearanceToMe: {0} {1}", Name, UUID);
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int count = 0;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence scenePresence)
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{
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// only send information about other root agents
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if (scenePresence.UUID == UUID)
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return;
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scenePresence.SendAppearanceToAgent(this);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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}
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/// <summary>
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/// Send appearance data to an agent.
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/// </summary>
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@ -3674,6 +3631,30 @@ namespace OpenSim.Region.Framework.Scenes
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UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
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}
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public void SendAnimPackToAgent(ScenePresence p)
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{
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if (IsChildAgent || Animator == null)
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return;
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
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return;
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Animator.SendAnimPackToClient(p.ControllingClient);
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}
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public void SendAnimPack(UUID[] animations, int[] seqs, UUID[] objectIDs)
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{
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if (IsChildAgent)
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return;
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m_scene.ForEachScenePresence(delegate(ScenePresence p)
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{
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if (ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
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return;
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p.ControllingClient.SendAnimations(animations, seqs, ControllingClient.AgentId, objectIDs);
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});
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}
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#endregion
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#region Significant Movement Method
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@ -4193,13 +4174,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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catch { }
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Animator.ResetAnimations();
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// FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
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if (cAgent.Anims != null)
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Animator.Animations.FromArray(cAgent.Anims);
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if (cAgent.DefaultAnim != null)
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Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
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if (cAgent.AnimState != null)
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Animator.Animations.SetImplicitDefaultAnimation(cAgent.AnimState.AnimID, cAgent.AnimState.SequenceNum, UUID.Zero);
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if (cAgent.Anims != null)
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Animator.Animations.FromArray(cAgent.Anims);
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if (Scene.AttachmentsModule != null)
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Scene.AttachmentsModule.CopyAttachments(cAgent, this);
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@ -5442,6 +5425,7 @@ namespace OpenSim.Region.Framework.Scenes
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p.SendAttachmentsToClient(ControllingClient);
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if (p.Animator != null)
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p.Animator.SendAnimPackToClient(ControllingClient);
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}
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}
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}
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@ -5597,36 +5581,37 @@ namespace OpenSim.Region.Framework.Scenes
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if (GodLevel >= 200)
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return;
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List<ScenePresence> killsToSendme = new List<ScenePresence>();
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List<uint> killsToSendme = new List<uint>();
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foreach (ScenePresence p in allpresences)
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{
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if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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if (p.currentParcelUUID == m_currentParcelUUID)
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{
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killsToSendme.Add(p);
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{
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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killsToSendme.Add(p.LocalId);
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}
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}
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if (killsToSendme.Count > 0)
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{
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foreach (ScenePresence p in killsToSendme)
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try
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{
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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try { ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
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catch (NullReferenceException) { }
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ControllingClient.SendKillObject(killsToSendme);
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}
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catch (NullReferenceException) { }
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}
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}
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}
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private void ParcelCrossCheck(UUID currentParcelID,UUID previusParcelID,
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bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check)
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{
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List<ScenePresence> killsToSendto = new List<ScenePresence>();
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List<ScenePresence> killsToSendme = new List<ScenePresence>();
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List<uint> killsToSendme = new List<uint>();
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List<ScenePresence> viewsToSendto = new List<ScenePresence>();
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List<ScenePresence> viewsToSendme = new List<ScenePresence>();
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List<ScenePresence> allpresences = null;
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@ -5697,7 +5682,7 @@ namespace OpenSim.Region.Framework.Scenes
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if(p.GodLevel < 200)
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killsToSendto.Add(p); // they dont see me
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if(GodLevel < 200)
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killsToSendme.Add(p); // i dont see them
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killsToSendme.Add(p.LocalId); // i dont see them
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}
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// only those on new parcel need see
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if (currentParcelID == p.currentParcelUUID)
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@ -5746,7 +5731,7 @@ namespace OpenSim.Region.Framework.Scenes
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// only those old parcel need receive kills
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if (previusParcelID == p.currentParcelUUID && GodLevel < 200)
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{
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killsToSendme.Add(p); // i dont see them
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killsToSendme.Add(p.LocalId); // i dont see them
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}
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else
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{
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@ -5771,14 +5756,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (killsToSendme.Count > 0 )
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if (killsToSendme.Count > 0)
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{
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foreach (ScenePresence p in killsToSendme)
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m_log.Debug("[AVATAR]: killtoMe: " + Lastname + " " + killsToSendme.Count.ToString());
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try
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{
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m_log.Debug("[AVATAR]: killMe: " + Lastname + " " + p.Lastname);
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try {ControllingClient.SendKillObject(new List<uint> { p.LocalId }); }
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catch (NullReferenceException) { }
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ControllingClient.SendKillObject(killsToSendme);
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}
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catch (NullReferenceException) { }
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}
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if (viewsToSendto.Count > 0 && PresenceType != PresenceType.Npc)
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