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Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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@@ -77,8 +77,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public event OnNewClientDelegate OnNewClient;
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public delegate void OnClientLoginDelegate(IClientAPI client);
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public event OnClientLoginDelegate OnClientLogin;
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/// <summary>
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/// Fired if the client entering this sim is doing so as a new login
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/// </summary>
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public event Action<IClientAPI> OnClientLogin;
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public delegate void OnNewPresenceDelegate(ScenePresence presence);
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@@ -214,10 +216,15 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
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public event OnMakeChildAgentDelegate OnMakeChildAgent;
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public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
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public delegate void OnSaveNewWindlightProfileDelegate();
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public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionLightShareData wl, UUID user);
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public event OnMakeRootAgentDelegate OnMakeRootAgent;
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/// <summary>
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/// This event is on the critical path for transferring an avatar from one region to another. Try and do
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/// as little work on this event as possible, or do work asynchronously.
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/// </summary>
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public event Action<ScenePresence> OnMakeRootAgent;
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public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
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public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
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@@ -655,10 +662,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void TriggerOnClientLogin(IClientAPI client)
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{
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OnClientLoginDelegate handlerClientLogin = OnClientLogin;
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Action<IClientAPI> handlerClientLogin = OnClientLogin;
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if (handlerClientLogin != null)
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{
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foreach (OnClientLoginDelegate d in handlerClientLogin.GetInvocationList())
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foreach (Action<IClientAPI> d in handlerClientLogin.GetInvocationList())
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{
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try
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{
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@@ -1344,10 +1351,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void TriggerOnMakeRootAgent(ScenePresence presence)
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{
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OnMakeRootAgentDelegate handlerMakeRootAgent = OnMakeRootAgent;
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Action<ScenePresence> handlerMakeRootAgent = OnMakeRootAgent;
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if (handlerMakeRootAgent != null)
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{
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foreach (OnMakeRootAgentDelegate d in handlerMakeRootAgent.GetInvocationList())
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foreach (Action<ScenePresence> d in handlerMakeRootAgent.GetInvocationList())
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{
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try
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{
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