Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.csavinationmerge
commit
dc5f831ca8
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@ -230,29 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp.IsChildAgent)
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continue;
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if (sp.ParentID != 0)
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{
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// sitting avatar
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SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
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if (sop != null)
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{
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coarseLocations.Add(sop.AbsolutePosition + sp.OffsetPosition);
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avatarUUIDs.Add(sp.UUID);
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}
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else
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{
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// we can't find the parent.. ! arg!
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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}
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else
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{
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coarseLocations.Add(sp.AbsolutePosition);
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avatarUUIDs.Add(sp.UUID);
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}
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}
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}
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#endregion
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@ -438,7 +438,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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if (PhysicsActor != null && m_parentID == 0)
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if (PhysicsActor != null)
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{
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m_pos = PhysicsActor.Position;
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@ -461,12 +461,12 @@ namespace OpenSim.Region.Framework.Scenes
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// in the sim unless the avatar is on a sit target. While
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// on a sit target, m_pos will contain the desired offset
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// without the parent rotation applied.
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if (ParentID != 0)
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{
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SceneObjectPart part = ParentPart;
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return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
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}
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SceneObjectPart sitPart = ParentPart;
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if (sitPart != null)
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return sitPart.AbsolutePosition + (m_pos * sitPart.GetWorldRotation());
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}
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return m_pos;
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}
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set
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@ -483,7 +483,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// Don't update while sitting
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// Don't update while sitting. The PhysicsActor above is null whilst sitting.
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if (ParentID == 0)
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{
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m_pos = value;
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@ -510,6 +510,7 @@ namespace OpenSim.Region.Framework.Scenes
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// There is no offset position when not seated
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if (ParentID == 0)
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return;
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m_pos = value;
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}
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}
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@ -568,12 +569,10 @@ namespace OpenSim.Region.Framework.Scenes
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public bool IsChildAgent { get; set; }
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public uint ParentID
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{
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get { return m_parentID; }
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set { m_parentID = value; }
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}
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private uint m_parentID;
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/// <summary>
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/// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
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/// </summary>
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public uint ParentID { get; set; }
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public UUID ParentUUID
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{
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@ -582,12 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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private UUID m_parentUUID = UUID.Zero;
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public SceneObjectPart ParentPart
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{
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get { return m_parentPart; }
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set { m_parentPart = value; }
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}
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private SceneObjectPart m_parentPart = null;
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/// <summary>
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/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
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/// </summary>
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/// <remarks>
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/// If you use this property then you must take a reference since another thread could set it to null.
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/// </remarks>
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public SceneObjectPart ParentPart { get; set; }
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public float Health
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{
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@ -2285,16 +2285,8 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
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// Name, part.AbsolutePosition, m_pos, ParentPosition, part.Name, part.LocalId);
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}
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}
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else
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{
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return;
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}
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ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
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if (ParentPart == null)
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return;
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ParentID = m_requestedSitTargetID;
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Velocity = Vector3.Zero;
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@ -2303,6 +2295,7 @@ namespace OpenSim.Region.Framework.Scenes
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Animator.TrySetMovementAnimation(sitAnimation);
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SendAvatarDataToAllAgents();
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}
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}
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public void HandleAgentSitOnGround()
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{
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@ -630,33 +630,16 @@ namespace OpenSim.Region.RegionCombinerModule
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List<Vector3> CoarseLocations = new List<Vector3>();
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List<UUID> AvatarUUIDs = new List<UUID>();
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connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp)
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{
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if (sp.UUID != presence.UUID)
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{
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if (sp.ParentID != 0)
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{
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// sitting avatar
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SceneObjectPart sop = connectiondata.RegionScene.GetSceneObjectPart(sp.ParentID);
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if (sop != null)
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{
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CoarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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}
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else
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{
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// we can't find the parent.. ! arg!
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CoarseLocations.Add(sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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}
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}
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else
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{
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CoarseLocations.Add(sp.AbsolutePosition);
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AvatarUUIDs.Add(sp.UUID);
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}
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}
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});
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DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence);
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}
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@ -4213,7 +4213,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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List<String> nametable = new List<String>();
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World.ForEachRootScenePresence(delegate(ScenePresence presence)
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{
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if (presence.ParentID != 0 && m_host.ParentGroup.HasChildPrim(presence.ParentID))
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SceneObjectPart sitPart = presence.ParentPart;
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if (sitPart != null && m_host.ParentGroup.HasChildPrim(sitPart.LocalId))
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nametable.Add(presence.ControllingClient.Name);
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});
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@ -4844,23 +4845,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// Find pushee position
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// Pushee Linked?
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if (pusheeav.ParentID != 0)
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{
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SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID);
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if (parentobj != null)
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{
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PusheePos = parentobj.AbsolutePosition;
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}
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SceneObjectPart sitPart = pusheeav.ParentPart;
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if (sitPart != null)
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PusheePos = sitPart.AbsolutePosition;
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else
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{
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PusheePos = pusheeav.AbsolutePosition;
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}
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}
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else
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{
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PusheePos = pusheeav.AbsolutePosition;
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}
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}
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if (!pusheeIsAvatar)
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{
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@ -6067,7 +6057,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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flags |= ScriptBaseClass.AGENT_IN_AIR;
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}
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if (agent.ParentID != 0)
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if (agent.ParentPart != null)
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{
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flags |= ScriptBaseClass.AGENT_ON_OBJECT;
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flags |= ScriptBaseClass.AGENT_SITTING;
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@ -45,6 +45,24 @@ namespace OpenSim.Services.Connectors
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LogManager.GetLogger(
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MethodBase.GetCurrentMethod().DeclaringType);
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private Dictionary<IAssetService, object> m_endpointSerializer = new Dictionary<IAssetService, object>();
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private object EndPointLock(IAssetService connector)
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{
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lock (m_endpointSerializer)
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{
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object eplock = null;
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if (! m_endpointSerializer.TryGetValue(connector, out eplock))
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{
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eplock = new object();
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m_endpointSerializer.Add(connector, eplock);
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// m_log.WarnFormat("[WEB UTIL] add a new host to end point serializer {0}",endpoint);
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}
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return eplock;
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}
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}
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private Dictionary<string, IAssetService> m_connectors = new Dictionary<string, IAssetService>();
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public HGAssetServiceConnector(IConfigSource source)
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IAssetService connector = GetConnector(url);
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// Restore the assetID to a simple UUID
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asset.ID = assetID;
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lock (EndPointLock(connector))
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return connector.Store(asset);
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}
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