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Split agent updates into two messages: full update and position+camera update. They're both sent over HTTP PUT. The full update is sent on TPs, for now; later it will also be sent on region crossings.
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@@ -538,7 +538,7 @@ namespace OpenSim.Region.Environment.Scenes
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//bool val = m_commsProvider.InterRegion.RegionUp(new SerializableRegionInfo(region));
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}
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public delegate void SendChildAgentDataUpdateDelegate(AgentData cAgentData, ulong regionHandle);
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public delegate void SendChildAgentDataUpdateDelegate(AgentPosition cAgentData, ulong regionHandle);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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@@ -547,7 +547,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(AgentData cAgentData, ulong regionHandle)
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private void SendChildAgentDataUpdateAsync(AgentPosition cAgentData, ulong regionHandle)
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{
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//m_log.Info("[INTERGRID]: Informing neighbors about my agent in " + m_regionInfo.RegionName);
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try
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@@ -577,7 +577,7 @@ namespace OpenSim.Region.Environment.Scenes
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icon.EndInvoke(iar);
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}
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public void SendChildAgentDataUpdate(AgentData cAgentData, ScenePresence presence)
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public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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try
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@@ -847,7 +847,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Let's send a full update of the agent. This is a synchronous call.
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AgentData agent = new AgentData();
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avatar.CopyTo(agent);
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agent.Position = new Vector3(-1, -1, -1); // this means ignore position info; UGH!!!!
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agent.Position = position;
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agent.CallbackURI = "http://" + m_regionInfo.ExternalHostName + ":" + m_regionInfo.HttpPort +
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"/agent/" + avatar.UUID.ToString() + "/" + avatar.Scene.RegionInfo.RegionHandle.ToString() + "/release/";
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