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cleanup a bit
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@@ -2756,51 +2756,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendGroupMembership(GroupMembershipData[] GroupMembership)
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{
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// maybe removed in future, use SendAgentGroupDataUpdate instead ( but make sure to update groupPowers )
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AgentGroupDataUpdatePacket Groupupdate = new AgentGroupDataUpdatePacket();
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AgentGroupDataUpdatePacket.GroupDataBlock[] Groups = new AgentGroupDataUpdatePacket.GroupDataBlock[GroupMembership.Length];
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lock(m_groupPowers)
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{
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m_groupPowers.Clear();
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for (int i = 0; i < GroupMembership.Length; i++)
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{
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m_groupPowers[GroupMembership[i].GroupID] = GroupMembership[i].GroupPowers;
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AgentGroupDataUpdatePacket.GroupDataBlock Group = new AgentGroupDataUpdatePacket.GroupDataBlock();
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Group.AcceptNotices = GroupMembership[i].AcceptNotices;
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Group.Contribution = GroupMembership[i].Contribution;
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Group.GroupID = GroupMembership[i].GroupID;
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Group.GroupInsigniaID = GroupMembership[i].GroupPicture;
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Group.GroupName = Util.StringToBytes256(GroupMembership[i].GroupName);
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Group.GroupPowers = GroupMembership[i].GroupPowers;
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Groups[i] = Group;
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}
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}
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Groupupdate.GroupData = Groups;
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Groupupdate.AgentData = new AgentGroupDataUpdatePacket.AgentDataBlock();
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Groupupdate.AgentData.AgentID = AgentId;
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IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
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try
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{
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if (eq != null)
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{
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eq.GroupMembership(Groupupdate, this.AgentId);
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}
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}
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catch (Exception ex)
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{
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m_log.Error("Unable to send group membership data via eventqueue - exception: " + ex.ToString());
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m_log.Warn("sending group membership data via UDP");
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eq = null;
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}
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if(eq == null) // udp if no eq
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OutPacket(Groupupdate, ThrottleOutPacketType.Task);
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UpdateGroupMembership(GroupMembership);
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SendAgentGroupDataUpdate(AgentId,GroupMembership);
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}
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public void SendPartPhysicsProprieties(ISceneEntity entity)
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@@ -11015,7 +10972,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_GroupsModule != null)
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{
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m_GroupsModule.ActivateGroup(this, activateGroupPacket.AgentData.GroupID);
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m_GroupsModule.SendAgentGroupDataUpdate(this);
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}
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return true;
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