handle change of hide avatars flag. Parcel limits edition still need work
parent
cb43dff2dc
commit
ef1f37cf20
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@ -194,7 +194,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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client.OnParcelEjectUser += ClientOnParcelEjectUser;
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client.OnParcelEjectUser += ClientOnParcelEjectUser;
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client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
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client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
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client.OnSetStartLocationRequest += ClientOnSetHome;
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client.OnSetStartLocationRequest += ClientOnSetHome;
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/* avatar is still a child here position is unknow
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/* avatar is still a child here position is unknown
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EntityBase presenceEntity;
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EntityBase presenceEntity;
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if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
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if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
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{
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{
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@ -334,12 +335,13 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (!position.HasValue)
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if (!position.HasValue)
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return;
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return;
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bool isFlying = avatar.PhysicsActor.Flying;
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// land should have no word on avatar physics
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avatar.RemoveFromPhysicalScene();
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// bool isFlying = avatar.PhysicsActor.Flying;
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// avatar.RemoveFromPhysicalScene();
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avatar.AbsolutePosition = (Vector3)position;
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avatar.AbsolutePosition = (Vector3)position;
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avatar.AddToPhysicalScene(isFlying);
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// avatar.AddToPhysicalScene(isFlying);
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}
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}
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public void SendYouAreRestrictedNotice(ScenePresence avatar)
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public void SendYouAreRestrictedNotice(ScenePresence avatar)
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@ -388,13 +390,15 @@ namespace OpenSim.Region.CoreModules.World.Land
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public void sendClientInitialLandInfo(IClientAPI remoteClient)
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public void sendClientInitialLandInfo(IClientAPI remoteClient)
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{
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{
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SendParcelOverlay(remoteClient);
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ScenePresence avatar;
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ScenePresence avatar;
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if (!m_scene.TryGetScenePresence(remoteClient.AgentId, out avatar))
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if (!m_scene.TryGetScenePresence(remoteClient.AgentId, out avatar))
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return;
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return;
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if (avatar.IsChildAgent)
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if (avatar.IsChildAgent)
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return;
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return;
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SendParcelOverlay(remoteClient);
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ILandObject over = GetLandObject(avatar.AbsolutePosition.X,avatar.AbsolutePosition.Y);
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ILandObject over = GetLandObject(avatar.AbsolutePosition.X,avatar.AbsolutePosition.Y);
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if (over == null)
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if (over == null)
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return;
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return;
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@ -416,8 +420,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (force || NotsameID)
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if (force || NotsameID)
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{
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{
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over.SendLandUpdateToClient(avatar.ControllingClient);
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over.SendLandUpdateToClient(avatar.ControllingClient);
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if (NotsameID)
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SendParcelOverlay(avatar.ControllingClient);
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avatar.currentParcelUUID = over.LandData.GlobalID;
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avatar.currentParcelUUID = over.LandData.GlobalID;
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m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
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m_scene.EventManager.TriggerAvatarEnteringNewParcel(avatar, over.LandData.LocalID,
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m_scene.RegionInfo.RegionID);
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m_scene.RegionInfo.RegionID);
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}
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}
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@ -1190,15 +1194,16 @@ namespace OpenSim.Region.CoreModules.World.Land
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bool needOverlay = false;
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bool needOverlay = false;
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if (land.UpdateLandProperties(args, remote_client, out snap_selection, out needOverlay))
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if (land.UpdateLandProperties(args, remote_client, out snap_selection, out needOverlay))
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{
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{
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//parcel
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//the proprieties to who changed it
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land.SendLandProperties(-10000, true, LandChannel.LAND_RESULT_SINGLE, remote_client);
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land.SendLandProperties(0, true, LandChannel.LAND_RESULT_SINGLE, remote_client);
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if (needOverlay)
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if (needOverlay)
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{
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{
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UUID parcelID = land.LandData.GlobalID;
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m_scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
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m_scene.ForEachRootScenePresence(delegate(ScenePresence avatar)
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{
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{
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if (avatar.IsChildAgent)
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if (avatar.IsDeleted || avatar.IsChildAgent)
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return;
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return;
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IClientAPI client = avatar.ControllingClient;
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IClientAPI client = avatar.ControllingClient;
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@ -1209,6 +1214,8 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (client != remote_client || land != aland)
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if (client != remote_client || land != aland)
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aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
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aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
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}
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}
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if (avatar.currentParcelUUID == parcelID)
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avatar.currentParcelUUID = parcelID; // force parcel flags review
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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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@ -153,15 +153,21 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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lock (parcelLock)
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lock (parcelLock)
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{
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{
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m_previusParcelHide = m_currentParcelHide;
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bool oldhide = m_currentParcelHide;
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m_previusParcelUUID = m_currentParcelUUID;
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bool check = true;
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if (value != m_currentParcelUUID)
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{
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m_previusParcelHide = m_currentParcelHide;
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m_previusParcelUUID = m_currentParcelUUID;
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check = false;
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}
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m_currentParcelUUID = value;
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m_currentParcelUUID = value;
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m_currentParcelHide = false;
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m_currentParcelHide = false;
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ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y);
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ILandObject land = m_scene.LandChannel.GetLandObject(AbsolutePosition.X, AbsolutePosition.Y);
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if (land != null && !land.LandData.SeeAVs)
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if (land != null && !land.LandData.SeeAVs)
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m_currentParcelHide = true;
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m_currentParcelHide = true;
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if (m_previusParcelUUID != UUID.Zero)
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if (m_previusParcelUUID != UUID.Zero)
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ParcelCrossCheck();
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ParcelCrossCheck(m_currentParcelUUID,m_previusParcelUUID,m_currentParcelHide, m_previusParcelHide, oldhide,check);
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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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@ -195,17 +201,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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get
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get
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{
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{
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try
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return m_currentParcelHide;
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{
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lock (parcelLock)
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{
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return m_currentParcelHide;
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}
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}
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catch
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{
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return false;
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}
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}
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}
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}
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}
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@ -5312,7 +5308,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private void ParcelCrossCheck()
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private void ParcelCrossCheck(UUID currentParcelUUID,UUID previusParcelUUID,
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bool currentParcelHide, bool previusParcelHide, bool oldhide,bool check)
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{
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{
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List<ScenePresence> killsToSendto = new List<ScenePresence>();
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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<ScenePresence> killsToSendme = new List<ScenePresence>();
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@ -5320,82 +5317,125 @@ namespace OpenSim.Region.Framework.Scenes
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List<ScenePresence> viewsToSendme = 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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List<ScenePresence> allpresences = null;
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if (m_currentParcelHide)
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if (check)
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{
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{
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// now on a private parcel
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if (currentParcelUUID == null || oldhide == currentParcelHide)
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return;
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allpresences = m_scene.GetScenePresences();
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allpresences = m_scene.GetScenePresences();
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if (m_previusParcelHide && m_previusParcelUUID != UUID.Zero)
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if (oldhide)
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{
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{ // where private
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foreach (ScenePresence p in allpresences)
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foreach (ScenePresence p in allpresences)
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{
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{
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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continue;
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// only those on previus parcel need receive kills
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// those on not on parcel see me
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if (m_previusParcelUUID == p.currentParcelUUID)
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if (currentParcelUUID != p.currentParcelUUID)
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{
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killsToSendto.Add(p); // they dont see me
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killsToSendme.Add(p); // i dont see them
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}
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// only those on new parcel need see
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if (m_currentParcelUUID == p.currentParcelUUID)
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{
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{
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viewsToSendto.Add(p); // they see me
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viewsToSendto.Add(p); // they see me
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viewsToSendme.Add(p); // i see them
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}
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}
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}
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}
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}
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} // where private end
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else
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{
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//was on a public area
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allpresences = m_scene.GetScenePresences();
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else
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{ // where public
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foreach (ScenePresence p in allpresences)
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foreach (ScenePresence p in allpresences)
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{
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{
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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continue;
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// those not on new parcel dont see me
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// those not on parcel dont see me
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if (m_currentParcelUUID != p.currentParcelUUID)
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if (currentParcelUUID != p.currentParcelUUID)
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{
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{
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killsToSendto.Add(p); // they dont see me
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killsToSendto.Add(p); // they dont see me
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}
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}
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else
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{
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viewsToSendme.Add(p); // i see those on it
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}
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}
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}
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}
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} // where public end
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allpresences.Clear();
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allpresences.Clear();
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} // now on a private parcel end
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}
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else
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else
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{
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{
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// now on public parcel
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if (currentParcelHide)
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if (m_previusParcelHide && m_previusParcelUUID != UUID.Zero)
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{
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{
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// was on private area
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// now on a private parcel
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allpresences = m_scene.GetScenePresences();
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allpresences = m_scene.GetScenePresences();
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foreach (ScenePresence p in allpresences)
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if (previusParcelHide && previusParcelUUID != UUID.Zero)
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{
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{
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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foreach (ScenePresence p in allpresences)
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continue;
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// only those old parcel need receive kills
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if (m_previusParcelUUID == p.currentParcelUUID)
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{
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{
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killsToSendme.Add(p); // i dont see them
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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}
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continue;
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else
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{
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// only those on previus parcel need receive kills
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viewsToSendto.Add(p); // they see me
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if (previusParcelUUID == p.currentParcelUUID)
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{
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killsToSendto.Add(p); // they dont see me
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killsToSendme.Add(p); // i dont see them
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}
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// only those on new parcel need see
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if (currentParcelUUID == p.currentParcelUUID)
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{
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viewsToSendto.Add(p); // they see me
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viewsToSendme.Add(p); // i see them
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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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else
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{
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//was on a public area
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allpresences = m_scene.GetScenePresences();
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foreach (ScenePresence p in allpresences)
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{
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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// those not on new parcel dont see me
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if (currentParcelUUID != p.currentParcelUUID)
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{
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killsToSendto.Add(p); // they dont see me
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}
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else
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{
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viewsToSendme.Add(p); // i see those on it
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}
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}
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}
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allpresences.Clear();
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} // now on a private parcel end
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else
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else
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return; // was on a public area also
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{
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} // now on public parcel end
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// now on public parcel
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if (previusParcelHide && previusParcelUUID != UUID.Zero)
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{
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// was on private area
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allpresences = m_scene.GetScenePresences();
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foreach (ScenePresence p in allpresences)
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{
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if (p.IsChildAgent || p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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// only those old parcel need receive kills
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if (previusParcelUUID == p.currentParcelUUID)
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{
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killsToSendme.Add(p); // i dont see them
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}
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else
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{
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viewsToSendto.Add(p); // they see me
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}
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}
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}
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else
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return; // was on a public area also
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} // now on public parcel end
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}
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// send the things
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// send the things
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// kill main avatar object
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// kill main avatar object
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