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https://github.com/opensim/opensim.git
synced 2026-08-12 04:05:42 +08:00
* Some more presence refactoring
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@@ -52,23 +52,20 @@ using Timer = System.Timers.Timer;
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namespace OpenSim.Region.Environment.Scenes
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{
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public delegate bool FilterAvatarList(ScenePresence avatar);
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public delegate void ForEachScenePresenceDelegate(ScenePresence presence);
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public partial class Scene : SceneBase
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{
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public delegate bool FilterAvatarList(ScenePresence avatar);
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protected Timer m_heartbeatTimer = new Timer();
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protected Dictionary<LLUUID, ScenePresence> Avatars;
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protected Dictionary<LLUUID, SceneObjectGroup> Prims;
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public PhysicsScene phyScene;
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protected Dictionary<LLUUID, ScenePresence> m_scenePresences;
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protected Dictionary<LLUUID, SceneObjectGroup> m_sceneObjects;
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/// publicized so it can be accessed from SceneObjectGroup.
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protected float timeStep = 0.1f;
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private Random Rand = new Random();
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private uint _primCount = 702000;
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private Mutex _primAllocateMutex = new Mutex(false);
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private readonly Mutex _primAllocateMutex = new Mutex(false);
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private int storageCount;
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private int terrainCheckCount;
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private int landPrimCheckCount;
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@@ -78,7 +75,7 @@ namespace OpenSim.Region.Environment.Scenes
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public BasicQuadTreeNode QuadTree;
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private Mutex updateLock;
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private readonly Mutex updateLock;
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protected ModuleLoader m_moduleLoader;
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protected StorageManager storageManager;
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@@ -108,30 +105,28 @@ namespace OpenSim.Region.Environment.Scenes
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get { return authenticateHandler; }
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}
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/// <summary>
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///
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/// </summary>
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public PhysicsScene PhysScene
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{
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set { phyScene = value; }
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get { return (phyScene); }
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}
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private LandManager m_LandManager;
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private readonly LandManager m_LandManager;
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public LandManager LandManager
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{
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get { return m_LandManager; }
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}
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private EstateManager m_estateManager;
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private readonly EstateManager m_estateManager;
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private PhysicsScene phyScene;
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public PhysicsScene PhysScene
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{
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set { phyScene = value; }
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get { return (phyScene); }
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}
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public EstateManager EstateManager
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{
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get { return m_estateManager; }
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}
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private PermissionManager m_permissionManager;
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private readonly PermissionManager m_permissionManager;
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public PermissionManager PermissionsMngr
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{
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@@ -140,7 +135,7 @@ namespace OpenSim.Region.Environment.Scenes
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public Dictionary<LLUUID, SceneObjectGroup> Objects
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{
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get { return Prims; }
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get { return m_sceneObjects; }
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}
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public int TimePhase
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@@ -191,8 +186,8 @@ namespace OpenSim.Region.Environment.Scenes
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MainLog.Instance.Verbose("Creating new entitities instance");
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Entities = new Dictionary<LLUUID, EntityBase>();
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Avatars = new Dictionary<LLUUID, ScenePresence>();
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Prims = new Dictionary<LLUUID, SceneObjectGroup>();
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m_scenePresences = new Dictionary<LLUUID, ScenePresence>();
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m_sceneObjects = new Dictionary<LLUUID, SceneObjectGroup>();
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MainLog.Instance.Verbose("Creating LandMap");
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Terrain = new TerrainEngine((int)RegionInfo.RegionLocX, (int)RegionInfo.RegionLocY);
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@@ -804,15 +799,15 @@ namespace OpenSim.Region.Environment.Scenes
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Entities[client.AgentId] = newAvatar;
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}
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}
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lock (Avatars)
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lock (m_scenePresences)
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{
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if (Avatars.ContainsKey(client.AgentId))
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if (m_scenePresences.ContainsKey(client.AgentId))
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{
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Avatars[client.AgentId] = newAvatar;
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m_scenePresences[client.AgentId] = newAvatar;
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}
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else
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{
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Avatars.Add(client.AgentId, newAvatar);
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m_scenePresences.Add(client.AgentId, newAvatar);
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}
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}
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@@ -841,11 +836,11 @@ namespace OpenSim.Region.Environment.Scenes
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}
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});
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lock (Avatars)
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lock (m_scenePresences)
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{
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if (Avatars.ContainsKey(agentID))
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if (m_scenePresences.ContainsKey(agentID))
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{
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Avatars.Remove(agentID);
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m_scenePresences.Remove(agentID);
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}
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}
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lock (Entities)
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@@ -865,18 +860,18 @@ namespace OpenSim.Region.Environment.Scenes
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#endregion
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#region Request Avatars List Methods
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#region Request m_scenePresences List Methods
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//The idea is to have a group of method that return a list of avatars meeting some requirement
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// ie it could be all Avatars within a certain range of the calling prim/avatar.
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// ie it could be all m_scenePresences within a certain range of the calling prim/avatar.
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/// <summary>
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/// Request a List of all Avatars in this World
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/// Request a List of all m_scenePresences in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences()
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{
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List<ScenePresence> result = new List<ScenePresence>(Avatars.Values);
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List<ScenePresence> result = new List<ScenePresence>(m_scenePresences.Values);
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return result;
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}
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@@ -892,14 +887,14 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Request a filtered list of Avatars in this World
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/// Request a filtered list of m_scenePresences in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
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{
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List<ScenePresence> result = new List<ScenePresence>();
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foreach (ScenePresence avatar in Avatars.Values)
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foreach (ScenePresence avatar in m_scenePresences.Values)
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{
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if (filter(avatar))
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{
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@@ -917,9 +912,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns></returns>
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public ScenePresence GetScenePresence(LLUUID avatarID)
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{
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if (Avatars.ContainsKey(avatarID))
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if (m_scenePresences.ContainsKey(avatarID))
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{
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return Avatars[avatarID];
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return m_scenePresences[avatarID];
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}
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return null;
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}
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@@ -928,9 +923,9 @@ namespace OpenSim.Region.Environment.Scenes
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///
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/// </summary>
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/// <param name="whatToDo"></param>
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public void ForEachScenePresence(ForEachScenePresenceDelegate whatToDo)
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public void ForEachScenePresence(Action<ScenePresence> whatToDo)
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{
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foreach (ScenePresence presence in Avatars.Values)
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foreach (ScenePresence presence in m_scenePresences.Values)
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{
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whatToDo(presence);
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}
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@@ -1031,9 +1026,9 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (regionHandle == m_regInfo.RegionHandle)
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{
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if (Avatars.ContainsKey(agentID))
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if (m_scenePresences.ContainsKey(agentID))
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{
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Avatars[agentID].MakeAvatar(position, isFlying);
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m_scenePresences[agentID].MakeAvatar(position, isFlying);
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}
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}
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}
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@@ -1098,11 +1093,11 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (regionHandle == m_regionHandle)
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{
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if (Avatars.ContainsKey(remoteClient.AgentId))
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if (m_scenePresences.ContainsKey(remoteClient.AgentId))
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{
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remoteClient.SendTeleportLocationStart();
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remoteClient.SendLocalTeleport(position, lookAt, flags);
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Avatars[remoteClient.AgentId].Teleport(position);
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m_scenePresences[remoteClient.AgentId].Teleport(position);
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}
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}
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else
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@@ -1184,9 +1179,9 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendUrlToUser(LLUUID avatarID, string objectname, LLUUID objectID, LLUUID ownerID, bool groupOwned,
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string message, string url)
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{
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if (Avatars.ContainsKey(avatarID))
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if (m_scenePresences.ContainsKey(avatarID))
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{
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Avatars[avatarID].ControllingClient.SendLoadURL(objectname, objectID, ownerID, groupOwned, message, url);
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m_scenePresences[avatarID].ControllingClient.SendLoadURL(objectname, objectID, ownerID, groupOwned, message, url);
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}
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}
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@@ -1200,7 +1195,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendGeneralAlert(string message)
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{
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foreach (ScenePresence presence in Avatars.Values)
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foreach (ScenePresence presence in m_scenePresences.Values)
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{
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presence.ControllingClient.SendAlertMessage(message);
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}
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@@ -1208,15 +1203,15 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendAlertToUser(LLUUID agentID, string message, bool modal)
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{
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if (Avatars.ContainsKey(agentID))
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if (m_scenePresences.ContainsKey(agentID))
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{
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Avatars[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
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m_scenePresences[agentID].ControllingClient.SendAgentAlertMessage(message, modal);
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}
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}
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public void SendAlertToUser(string firstName, string lastName, string message, bool modal)
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{
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foreach (ScenePresence presence in Avatars.Values)
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foreach (ScenePresence presence in m_scenePresences.Values)
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{
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if ((presence.Firstname == firstName) && (presence.Lastname == lastName))
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{
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@@ -1405,7 +1400,7 @@ namespace OpenSim.Region.Environment.Scenes
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internal bool TryGetAvatar(LLUUID avatarId, out ScenePresence avatar)
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{
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ScenePresence presence;
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if (Avatars.TryGetValue(avatarId, out presence))
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if (m_scenePresences.TryGetValue(avatarId, out presence))
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{
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if (!presence.childAgent)
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{
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