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https://github.com/opensim/opensim.git
synced 2026-08-14 09:25:45 +08:00
* Started renaming world to Scene
* Update and UpdateMovement now first stores array to avoid collection update exceptions * Ignored some bins
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@@ -120,7 +120,7 @@ namespace OpenSim.Region.Environment.Scenes
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public ScenePresence(IClientAPI theClient, Scene world, RegionInfo reginfo)
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{
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m_world = world;
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m_scene = world;
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this.m_uuid = theClient.AgentId;
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m_regionInfo = reginfo;
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@@ -129,7 +129,7 @@ namespace OpenSim.Region.Environment.Scenes
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ControllingClient = theClient;
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this.firstname = ControllingClient.FirstName;
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this.lastname = ControllingClient.LastName;
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m_localId = m_world.NextLocalId;
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m_localId = m_scene.NextLocalId;
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Pos = ControllingClient.StartPos;
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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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@@ -394,7 +394,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void SendTerseUpdateToALLClients()
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{
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List<ScenePresence> avatars = this.m_world.RequestAvatarList();
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List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
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for (int i = 0; i < avatars.Count; i++)
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{
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this.SendTerseUpdateToClient(avatars[i].ControllingClient);
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@@ -412,8 +412,8 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendFullUpdateToALLClients()
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{
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List<ScenePresence> avatars = this.m_world.RequestAvatarList();
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foreach (ScenePresence avatar in this.m_world.RequestAvatarList())
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List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
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foreach (ScenePresence avatar in this.m_scene.RequestAvatarList())
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{
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this.SendFullUpdateToOtherClient(avatar);
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avatar.SendFullUpdateToOtherClient(this);
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@@ -428,7 +428,7 @@ namespace OpenSim.Region.Environment.Scenes
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this.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.firstname, this.lastname, this.m_uuid, this.LocalId, this.Pos, DefaultTexture);
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if (this.newAvatar)
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{
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this.m_world.InformClientOfNeighbours(this.ControllingClient);
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this.m_scene.InformClientOfNeighbours(this.ControllingClient);
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this.newAvatar = false;
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}
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}
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@@ -441,7 +441,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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this.ControllingClient.SendWearables(this.Wearables);
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this.SendFullUpdateToALLClients();
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this.m_world.SendAllSceneObjectsToClient(this.ControllingClient);
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this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
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}
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/// <summary>
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@@ -462,7 +462,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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this.current_anim = animID;
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this.anim_seq = seq;
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List<ScenePresence> avatars = this.m_world.RequestAvatarList();
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List<ScenePresence> avatars = this.m_scene.RequestAvatarList();
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for (int i = 0; i < avatars.Count; i++)
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{
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avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
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@@ -550,10 +550,10 @@ namespace OpenSim.Region.Environment.Scenes
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LLVector3 vel = this.m_velocity;
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ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury * 256));
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RegionInfo neighbourRegion = this.m_world.RequestNeighbouringRegionInfo(neighbourHandle);
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RegionInfo neighbourRegion = this.m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
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if (neighbourRegion != null)
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{
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bool res = this.m_world.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos, this._physActor.Flying);
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bool res = this.m_scene.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos, this._physActor.Flying);
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if (res)
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{
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this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint);
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@@ -574,7 +574,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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///
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/// </summary>
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public override void updateMovement()
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public override void UpdateMovement()
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{
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newForce = false;
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lock (this.forcesList)
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