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https://github.com/opensim/opensim.git
synced 2026-08-04 16:22:50 +08:00
Merge branch 'master' into varregion
This commit is contained in:
@@ -771,7 +771,7 @@ namespace OpenSim.Region.CoreModules.Asset
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UuidGatherer gatherer = new UuidGatherer(m_AssetService);
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HashSet<UUID> uniqueUuids = new HashSet<UUID>();
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Dictionary<UUID, AssetType> assets = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> assets = new Dictionary<UUID, sbyte>();
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foreach (Scene s in m_Scenes)
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{
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@@ -794,7 +794,7 @@ namespace OpenSim.Region.CoreModules.Asset
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else if (storeUncached)
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{
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AssetBase cachedAsset = m_AssetService.Get(assetID.ToString());
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if (cachedAsset == null && assets[assetID] != AssetType.Unknown)
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if (cachedAsset == null && assets[assetID] != (sbyte)AssetType.Unknown)
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m_log.DebugFormat(
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"[FLOTSAM ASSET CACHE]: Could not find asset {0}, type {1} referenced by object {2} at {3} in scene {4} when pre-caching all scene assets",
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assetID, assets[assetID], e.Name, e.AbsolutePosition, s.Name);
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@@ -78,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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/// <value>
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/// Used to collect the uuids of the assets that we need to save into the archive
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/// </value>
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protected Dictionary<UUID, AssetType> m_assetUuids = new Dictionary<UUID, AssetType>();
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protected Dictionary<UUID, sbyte> m_assetUuids = new Dictionary<UUID, sbyte>();
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/// <value>
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/// Used to collect the uuids of the users that we need to save into the archive
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@@ -187,7 +187,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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// Don't chase down link asset items as they actually point to their target item IDs rather than an asset
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if (SaveAssets && itemAssetType != AssetType.Link && itemAssetType != AssetType.LinkFolder)
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m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (AssetType)inventoryItem.AssetType, m_assetUuids);
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m_assetGatherer.GatherAssetUuids(inventoryItem.AssetID, (sbyte)inventoryItem.AssetType, m_assetUuids);
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}
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/// <summary>
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@@ -182,11 +182,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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{
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string url = aCircuit.ServiceURLs["AssetServerURI"].ToString();
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m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Incoming attachment {0} for HG user {1} with asset server {2}", so.Name, so.AttachedAvatar, url);
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(Scene.AssetService, url);
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uuidGatherer.GatherAssetUuids(so, ids);
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foreach (KeyValuePair<UUID, AssetType> kvp in ids)
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foreach (KeyValuePair<UUID, sbyte> kvp in ids)
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uuidGatherer.FetchAsset(kvp.Key);
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}
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}
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@@ -260,9 +260,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// The act of gathering UUIDs downloads some assets from the remote server
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// but not all...
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, userAssetURL);
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uuidGatherer.GatherAssetUuids(assetID, (AssetType)meta.Type, ids);
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uuidGatherer.GatherAssetUuids(assetID, meta.Type, ids);
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m_log.DebugFormat("[HG ASSET MAPPER]: Preparing to get {0} assets", ids.Count);
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bool success = true;
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foreach (UUID uuid in ids.Keys)
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@@ -286,9 +286,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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AssetBase asset = m_scene.AssetService.Get(assetID.ToString());
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if (asset != null)
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{
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Dictionary<UUID, AssetType> ids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> ids = new Dictionary<UUID, sbyte>();
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HGUuidGatherer uuidGatherer = new HGUuidGatherer(m_scene.AssetService, string.Empty);
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uuidGatherer.GatherAssetUuids(asset.FullID, (AssetType)asset.Type, ids);
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uuidGatherer.GatherAssetUuids(asset.FullID, asset.Type, ids);
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bool success = false;
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foreach (UUID uuid in ids.Keys)
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{
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@@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Archive the regions
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Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>();
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Dictionary<UUID, sbyte> assetUuids = new Dictionary<UUID, sbyte>();
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scenesGroup.ForEachScene(delegate(Scene scene)
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{
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@@ -216,7 +216,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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}
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}
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private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, AssetType> assetUuids)
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private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids)
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{
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m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.RegionInfo.RegionName);
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@@ -276,16 +276,16 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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RegionSettings regionSettings = scene.RegionInfo.RegionSettings;
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if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1)
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assetUuids[regionSettings.TerrainTexture1] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture;
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if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2)
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assetUuids[regionSettings.TerrainTexture2] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture;
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if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3)
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assetUuids[regionSettings.TerrainTexture3] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture;
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if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4)
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assetUuids[regionSettings.TerrainTexture4] = AssetType.Texture;
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assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture;
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Save(scene, sceneObjects, regionDir);
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}
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@@ -81,7 +81,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// <value>
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/// uuids to request
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/// </value>
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protected IDictionary<UUID, AssetType> m_uuids;
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protected IDictionary<UUID, sbyte> m_uuids;
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/// <value>
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/// Callback used when all the assets requested have been received.
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@@ -115,7 +115,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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protected Dictionary<string, object> m_options;
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protected internal AssetsRequest(
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AssetsArchiver assetsArchiver, IDictionary<UUID, AssetType> uuids,
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AssetsArchiver assetsArchiver, IDictionary<UUID, sbyte> uuids,
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IAssetService assetService, IUserAccountService userService,
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UUID scope, Dictionary<string, object> options,
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AssetsRequestCallback assetsRequestCallback)
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@@ -154,7 +154,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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m_requestCallbackTimer.Enabled = true;
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foreach (KeyValuePair<UUID, AssetType> kvp in m_uuids)
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foreach (KeyValuePair<UUID, sbyte> kvp in m_uuids)
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{
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// m_log.DebugFormat("[ARCHIVER]: Requesting asset {0}", kvp.Key);
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@@ -235,9 +235,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Check for broken asset types and fix them with the AssetType gleaned by UuidGatherer
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if (fetchedAsset != null && fetchedAsset.Type == (sbyte)AssetType.Unknown)
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{
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AssetType type = (AssetType)assetType;
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m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, type);
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fetchedAsset.Type = (sbyte)type;
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m_log.InfoFormat("[ARCHIVER]: Rewriting broken asset type for {0} to {1}", fetchedAsset.ID, SLUtil.AssetTypeFromCode((sbyte)assetType));
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fetchedAsset.Type = (sbyte)assetType;
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}
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AssetRequestCallback(fetchedAssetID, this, fetchedAsset);
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@@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void Initialise()
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{
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m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
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// m_log.DebugFormat("[ESTATE MODULE]: Setting up estate commands for region {0}", m_module.Scene.RegionInfo.RegionName);
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m_module.Scene.AddCommand("Regions", m_module, "set terrain texture",
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"set terrain texture <number> <uuid> [<x>] [<y>]",
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@@ -702,7 +702,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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}
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}
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public void handleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
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public void HandleOnEstateManageTelehub(IClientAPI client, UUID invoice, UUID senderID, string cmd, uint param1)
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{
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SceneObjectPart part;
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@@ -742,7 +742,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
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default:
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break;
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}
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SendTelehubInfo(client);
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if (client != null)
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SendTelehubInfo(client);
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}
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private void SendSimulatorBlueBoxMessage(
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@@ -1214,7 +1216,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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client.OnEstateRestartSimRequest += handleEstateRestartSimRequest;
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client.OnEstateChangeCovenantRequest += handleChangeEstateCovenantRequest;
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client.OnEstateChangeInfo += handleEstateChangeInfo;
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client.OnEstateManageTelehub += handleOnEstateManageTelehub;
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client.OnEstateManageTelehub += HandleOnEstateManageTelehub;
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client.OnUpdateEstateAccessDeltaRequest += handleEstateAccessDeltaRequest;
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client.OnSimulatorBlueBoxMessageRequest += SendSimulatorBlueBoxMessage;
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client.OnEstateBlueBoxMessageRequest += SendEstateBlueBoxMessage;
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