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Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
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@@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
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/// ownerless phantom.
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///
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/// All manipulation of this set has to occur under a m_primFullUpdate.SyncRoot lock
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/// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
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///
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/// </value>
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protected HashSet<uint> m_killRecord;
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@@ -382,18 +382,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public string ActiveGroupName { get { return m_activeGroupName; } }
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public ulong ActiveGroupPowers { get { return m_activeGroupPowers; } }
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public bool IsGroupMember(UUID groupID) { return m_groupPowers.ContainsKey(groupID); }
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/// <summary>
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/// First name of the agent/avatar represented by the client
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/// </summary>
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public string FirstName { get { return m_firstName; } }
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/// <summary>
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/// Last name of the agent/avatar represented by the client
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/// </summary>
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public string LastName { get { return m_lastName; } }
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/// <summary>
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/// Full name of the client (first name and last name)
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/// </summary>
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public string Name { get { return FirstName + " " + LastName; } }
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public uint CircuitCode { get { return m_circuitCode; } }
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public int MoneyBalance { get { return m_moneyBalance; } }
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public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
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@@ -3531,6 +3535,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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EntityUpdate update;
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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{
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// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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// will never receive an update after a prim kill. Even then, keeping the kill record may be a good
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// safety measure.
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//
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// Receiving updates after kills results in undeleteable prims that persist until relog and
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// currently occurs because prims can be deleted before all queued updates are sent.
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if (m_killRecord.Contains(update.Entity.LocalId))
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{
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// m_log.WarnFormat(
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// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted",
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// update.Entity.LocalId, Name);
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continue;
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}
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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