dont do for children what is for growups ( root agents) ( needs check)
parent
74efe1e393
commit
dc7b9c1cc3
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@ -1838,19 +1838,13 @@ namespace OpenSim.Region.Framework.Scenes
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// send initial land overlay and parcel
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// send initial land overlay and parcel
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ILandChannel landch = m_scene.LandChannel;
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ILandChannel landch = m_scene.LandChannel;
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if (landch != null)
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if (landch != null)
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{
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landch.sendClientInitialLandInfo(client);
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landch.sendClientInitialLandInfo(client);
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if (!IsChildAgent)
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if (!IsChildAgent)
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{
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{
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newhide = m_currentParcelHide;
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newhide = m_currentParcelHide;
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m_currentParcelHide = false;
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m_currentParcelHide = false;
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}
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}
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// send agentData to all clients including us (?)
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// get appearance
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// if in cache sent it to all clients
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// send what we have to us, even if not in cache ( bad? )
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ValidateAndSendAppearanceAndAgentData();
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ValidateAndSendAppearanceAndAgentData();
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// attachments
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// attachments
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@ -1881,17 +1875,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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}
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}
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
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// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
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// Create child agents in neighbouring regions
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// Create child agents in neighbouring regions
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if (openChildAgents && !IsChildAgent)
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if (openChildAgents)
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{
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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if (m_agentTransfer != null)
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m_agentTransfer.EnableChildAgents(this);
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m_agentTransfer.EnableChildAgents(this);
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}
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}
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}
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// send the rest of the world
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// send the rest of the world
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if (m_teleportFlags > 0 && !isNPC)
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if (m_teleportFlags > 0 && !isNPC)
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