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* Adds flag to enable/disable EventQueueGet.
* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal. * We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive * Updated OpenSim.ini.example * Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
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@@ -63,6 +63,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene = null;
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private IConfigSource m_gConfig;
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bool enabledYN = false;
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private Dictionary<UUID, int> m_ids = new Dictionary<UUID, int>();
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@@ -72,26 +73,34 @@ namespace OpenSim.Region.Environment.Modules.Framework
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_gConfig = config;
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m_scene = scene;
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IConfig startupConfig = m_gConfig.Configs["Startup"];
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ReadConfigAndPopulate(scene, startupConfig, "Startup");
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scene.RegisterModuleInterface<IEventQueue>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += ClientClosed;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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scene.EventManager.OnMakeChildAgent += MakeChildAgent;
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scene.EventManager.OnRegisterCaps += OnRegisterCaps;
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if (enabledYN)
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{
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m_scene = scene;
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scene.RegisterModuleInterface<IEventQueue>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += ClientClosed;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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scene.EventManager.OnMakeChildAgent += MakeChildAgent;
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scene.EventManager.OnRegisterCaps += OnRegisterCaps;
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}
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else
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{
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m_gConfig = null;
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}
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}
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private void ReadConfigAndPopulate(Scene scene, IConfig startupConfig, string p)
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{
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enabledYN = startupConfig.GetBoolean("EventQueue", false);
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}
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public void PostInitialise()
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