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direct post listen events on chat, bypassing intermediate storage and timed pooling. ( code still dirty)
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@@ -3282,25 +3282,33 @@ namespace OpenSim.Region.Framework.Scenes
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OnThrottleUpdate?.Invoke(scenePresence);
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}
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// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
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// {
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// GatherUuids handler = OnGatherUuids;
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//
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// if (handler != null)
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// {
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// foreach (GatherUuids d in handler.GetInvocationList())
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// {
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// try
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// {
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// d(sop, assetUuids);
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// }
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// catch (Exception e)
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// {
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// m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}",
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// e.Message, e.StackTrace);
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// }
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// }
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// }
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// }
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// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
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// {
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// GatherUuids handler = OnGatherUuids;
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//
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// if (handler != null)
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// {
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// foreach (GatherUuids d in handler.GetInvocationList())
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// {
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// try
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// {
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// d(sop, assetUuids);
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// }
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// catch (Exception e)
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// {
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// m_log.ErrorFormat("[EVENT MANAGER]: Delegate for TriggerUuidGather failed - continuing {0} - {1}",
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// e.Message, e.StackTrace);
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// }
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// }
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// }
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// }
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public delegate void ScriptListen(UUID scriptID, int channel, string name, UUID id, string message);
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public event ScriptListen OnScriptListenEvent;
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public void TriggerScriptListen(UUID scriptID, int channel, string name, UUID id, string message)
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{
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OnScriptListenEvent?.Invoke(scriptID, channel, name, id, message);
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}
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}
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}
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