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Make SendKillObject send multiple localIDs in one packet. This avoids the
halting visual behavior of large group deletes and eliminates the packet flood
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@@ -25,6 +25,7 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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@@ -110,7 +111,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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m_parts.Remove(part.UUID);
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remoteClient.SendKillObject(m_regionHandle, part.LocalId);
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remoteClient.SendKillObject(m_regionHandle, new List<uint>() { part.LocalId} );
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remoteClient.AddMoney(1);
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remoteClient.SendChatMessage("Poof!", 1, AbsolutePosition, "Party Party", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
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}
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@@ -121,7 +122,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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m_parts.Remove(m_rootPart.UUID);
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m_scene.DeleteSceneObject(this, false);
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remoteClient.SendKillObject(m_regionHandle, m_rootPart.LocalId);
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remoteClient.SendKillObject(m_regionHandle, new List<uint>() { m_rootPart.LocalId });
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remoteClient.AddMoney(50);
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remoteClient.SendChatMessage("KABLAM!!!", 1, AbsolutePosition, "Groupie Groupie", UUID.Zero, (byte)ChatSourceType.Object, (byte)ChatAudibleLevel.Fully);
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}
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