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Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/SceneGraph.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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@@ -169,6 +169,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public bool SendAppearance(UUID agentId)
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{
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// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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{
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@@ -257,7 +259,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// </summary>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
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@@ -391,10 +393,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
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foreach (KeyValuePair<UUID, long> kvp in sends)
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{
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if (kvp.Value < now)
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// We have to load the key and value into local parameters to avoid a race condition if we loop
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// around and load kvp with a different value before FireAndForget has launched its thread.
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UUID avatarID = kvp.Key;
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long sendTime = kvp.Value;
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// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
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if (sendTime < now)
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{
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Util.FireAndForget(delegate(object o) { SendAppearance(kvp.Key); });
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m_sendqueue.Remove(kvp.Key);
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Util.FireAndForget(o => SendAppearance(avatarID));
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m_sendqueue.Remove(avatarID);
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}
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}
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}
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@@ -404,10 +413,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
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foreach (KeyValuePair<UUID, long> kvp in saves)
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{
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if (kvp.Value < now)
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// We have to load the key and value into local parameters to avoid a race condition if we loop
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// around and load kvp with a different value before FireAndForget has launched its thread.
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UUID avatarID = kvp.Key;
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long sendTime = kvp.Value;
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if (sendTime < now)
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{
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Util.FireAndForget(delegate(object o) { SaveAppearance(kvp.Key); });
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m_savequeue.Remove(kvp.Key);
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Util.FireAndForget(o => SaveAppearance(avatarID));
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m_savequeue.Remove(avatarID);
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}
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}
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}
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@@ -1740,7 +1740,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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//m_log.Debug(" >>> CrossPrimGroupIntoNewRegion <<<");
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bool successYN = false;
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grp.RootPart.UpdateFlag = 0;
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grp.RootPart.ClearUpdateSchedule();
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//int primcrossingXMLmethod = 0;
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if (destination != null)
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@@ -395,9 +395,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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{
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result = OpenJPEG.EncodeFromImage(joint, true);
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}
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catch (Exception)
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catch (Exception e)
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{
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m_log.Error("[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Empty byte data returned!");
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m_log.ErrorFormat(
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"[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
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e.Message, e.StackTrace);
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}
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return result;
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@@ -338,10 +338,11 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
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{
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imageJ2000 = OpenJPEG.EncodeFromImage(bitmap, true);
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}
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catch (Exception)
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catch (Exception e)
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{
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m_log.Error(
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"[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Empty byte data returned!");
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m_log.ErrorFormat(
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"[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
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e.Message, e.StackTrace);
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}
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m_textureManager.ReturnData(id, imageJ2000);
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