Mono 2.0 fix - call ToArray() explicitly
parent
528fc5358d
commit
ddf67bf929
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@ -405,7 +405,7 @@ namespace OpenSim
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}
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}
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}
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}
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m_log.InfoFormat("[SCENE]: Secure permissions loading enabled, modules loaded: {0}", String.Join(" ", m_permsModules));
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m_log.InfoFormat("[SCENE]: Secure permissions loading enabled, modules loaded: {0}", String.Join(" ", m_permsModules.ToArray()));
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}
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}
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scene.SetModuleInterfaces();
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scene.SetModuleInterfaces();
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@ -3933,6 +3933,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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part.Shape.ProfileHollow = 27500;
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part.Shape.ProfileHollow = 27500;
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}
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}
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}
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}
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else if (update.Entity is ScenePresence)
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{
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ScenePresence presence = (ScenePresence)update.Entity;
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// If ParentUUID is not UUID.Zero and ParentID is 0, this
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// avatar is in the process of crossing regions while
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// sat on an object. In this state, we don't want any
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// updates because they will visually orbit the avatar.
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// Update will be forced once crossing is completed anyway.
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if (presence.ParentUUID != UUID.Zero && presence.ParentID == 0)
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continue;
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}
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++updatesThisCall;
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++updatesThisCall;
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@ -591,6 +591,7 @@ namespace OpenSim.Region.Framework.Scenes
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avinfo.ParentID = av.ParentID;
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avinfo.ParentID = av.ParentID;
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avsToCross.Add(avinfo);
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avsToCross.Add(avinfo);
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av.PrevSitOffset = av.OffsetPosition;
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av.ParentID = 0;
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av.ParentID = 0;
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}
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}
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@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
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private int m_movementAnimationUpdateCounter = 0;
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private int m_movementAnimationUpdateCounter = 0;
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private Vector3 m_prevSitOffset;
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public Vector3 PrevSitOffset { get; set; }
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protected AvatarAppearance m_appearance;
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protected AvatarAppearance m_appearance;
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@ -957,7 +957,7 @@ namespace OpenSim.Region.Framework.Scenes
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// ParentPosition = part.GetWorldPosition();
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// ParentPosition = part.GetWorldPosition();
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ParentID = part.LocalId;
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ParentID = part.LocalId;
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ParentPart = part;
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ParentPart = part;
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m_pos = m_prevSitOffset;
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m_pos = PrevSitOffset;
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// pos = ParentPosition;
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// pos = ParentPosition;
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pos = part.GetWorldPosition();
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pos = part.GetWorldPosition();
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}
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}
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@ -2261,6 +2261,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentID != 0)
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if (ParentID != 0)
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{
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{
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PrevSitOffset = m_pos; // Save sit offset
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SceneObjectPart part = ParentPart;
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SceneObjectPart part = ParentPart;
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UnRegisterSeatControls(part.ParentGroup.UUID);
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UnRegisterSeatControls(part.ParentGroup.UUID);
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@ -3487,7 +3488,7 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.Appearance = new AvatarAppearance(Appearance);
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cAgent.Appearance = new AvatarAppearance(Appearance);
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cAgent.ParentPart = ParentUUID;
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cAgent.ParentPart = ParentUUID;
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cAgent.SitOffset = m_pos;
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cAgent.SitOffset = PrevSitOffset;
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lock (scriptedcontrols)
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lock (scriptedcontrols)
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{
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{
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@ -3530,7 +3531,7 @@ namespace OpenSim.Region.Framework.Scenes
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CameraLeftAxis = cAgent.LeftAxis;
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CameraLeftAxis = cAgent.LeftAxis;
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CameraUpAxis = cAgent.UpAxis;
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CameraUpAxis = cAgent.UpAxis;
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ParentUUID = cAgent.ParentPart;
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ParentUUID = cAgent.ParentPart;
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m_prevSitOffset = cAgent.SitOffset;
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PrevSitOffset = cAgent.SitOffset;
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// When we get to the point of re-computing neighbors everytime this
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// changes, then start using the agent's drawdistance rather than the
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