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Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations since the call itself does nothing and the return value is ignored by all callers.
This is a very old method (+4 years) so is probably confusing code cruft.
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@@ -672,13 +672,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Reset();
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}
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (sp.Scene.NeedSceneCacheClear(sp.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
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sp.UUID);
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}
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// Commented pending deletion since this method no longer appears to do anything at all
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// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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// if (sp.Scene.NeedSceneCacheClear(sp.UUID))
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// {
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
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// sp.UUID);
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// }
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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@@ -1237,14 +1238,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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AgentHasMovedAway(agent, false);
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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}
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// // the user may change their profile information in other region,
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// // so the userinfo in UserProfileCache is not reliable any more, delete it
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// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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// {
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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// }
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//m_log.Debug("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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