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Removed some debug output I forgot to remove...
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@@ -623,34 +623,27 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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public void FinalizeLandPrimCountUpdate()
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{
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m_log.Debug("Called FinalizeLandPrimCountUpdate start");
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//Get Simwide prim count for owner
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Dictionary<UUID, List<LandObject>> landOwnersAndParcels = new Dictionary<UUID, List<LandObject>>();
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lock (m_landList)
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{
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m_log.DebugFormat("[LAND]: Got {0} parcels", m_landList.Count);
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foreach (LandObject p in m_landList.Values)
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{
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m_log.DebugFormat("processing land {0}", p.GetHashCode());
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if (!landOwnersAndParcels.ContainsKey(p.landData.OwnerID))
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{
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m_log.DebugFormat("adding new owner {0} to landlist", p.landData.OwnerID);
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List<LandObject> tempList = new List<LandObject>();
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tempList.Add(p);
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landOwnersAndParcels.Add(p.landData.OwnerID, tempList);
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}
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else
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{
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m_log.DebugFormat("adding to owner {0}", p.landData.OwnerID);
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landOwnersAndParcels[p.landData.OwnerID].Add(p);
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}
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}
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}
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m_log.DebugFormat("got {0} owners of land", landOwnersAndParcels.Count);
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foreach (UUID owner in landOwnersAndParcels.Keys)
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{
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m_log.DebugFormat("processing owner {0}", owner);
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int simArea = 0;
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int simPrims = 0;
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foreach (LandObject p in landOwnersAndParcels[owner])
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@@ -658,23 +651,18 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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simArea += p.landData.Area;
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simPrims += p.landData.OwnerPrims + p.landData.OtherPrims + p.landData.GroupPrims +
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p.landData.SelectedPrims;
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m_log.DebugFormat("added {0} m² of land, total {1}", p.landData.Area, simArea);
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}
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m_log.DebugFormat("setting total area of {0} to {1} for {2} parcels", owner, simArea, landOwnersAndParcels[owner].Count);
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foreach (LandObject p in landOwnersAndParcels[owner])
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{
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m_log.DebugFormat("... in land {0}", p.GetHashCode());
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p.landData.SimwideArea = simArea;
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p.landData.SimwidePrims = simPrims;
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}
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}
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m_log.Debug("Called FinalizeLandPrimCountUpdate end");
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}
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public void UpdateLandPrimCounts()
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{
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m_log.Debug("Called UpdateLandPrimCounts");
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ResetAllLandPrimCounts();
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lock (m_scene.Entities)
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{
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@@ -695,7 +683,6 @@ namespace OpenSim.Region.Environment.Modules.World.Land
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public void PerformParcelPrimCountUpdate()
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{
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m_log.Debug("Called PerformParcelPrimCountUpdate");
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ResetAllLandPrimCounts();
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m_scene.EventManager.TriggerParcelPrimCountUpdate();
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FinalizeLandPrimCountUpdate();
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