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First pass at moving object property requests into a queue similar
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
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@@ -570,16 +570,30 @@ namespace OpenSim.Framework
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public float dwell;
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}
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public class EntityUpdate
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public class IEntityUpdate
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{
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public ISceneEntity Entity;
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public PrimUpdateFlags Flags;
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public float TimeDilation;
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public uint Flags;
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
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public IEntityUpdate(ISceneEntity entity, uint flags)
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{
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Entity = entity;
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Flags = flags;
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}
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}
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public class EntityUpdate : IEntityUpdate
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{
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// public ISceneEntity Entity;
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// public PrimUpdateFlags Flags;
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public float TimeDilation;
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public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
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: base(entity,(uint)flags)
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{
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//Entity = entity;
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// Flags = flags;
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TimeDilation = timedilation;
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}
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}
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@@ -1211,20 +1225,9 @@ namespace OpenSim.Framework
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/// <param name="stats"></param>
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void SendSimStats(SimStats stats);
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void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
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uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
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uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice,
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uint Category,
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UUID LastOwnerID, string ObjectName, string Description);
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void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags);
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void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID,
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UUID FromTaskUUID,
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UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
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UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle,
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string ItemName,
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string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask,
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uint EveryoneMask,
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uint BaseMask, byte saleType, int salePrice);
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void SendObjectPropertiesReply(ISceneEntity Entity);
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void SendAgentOffline(UUID[] agentIDs);
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