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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
This commit is contained in:
@@ -1709,7 +1709,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part == null)
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{
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//Client still thinks the object exists, kill it
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SendKillObject(localID);
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deleteIDs.Add(localID);
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continue;
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}
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@@ -1717,7 +1717,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
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{
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//Client still thinks the object exists, kill it
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SendKillObject(localID);
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deleteIDs.Add(localID);
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continue;
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}
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@@ -1727,8 +1727,8 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup grp = part.ParentGroup;
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deleteIDs.Add(localID);
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deleteGroups.Add(grp);
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deleteIDs.Add(grp.LocalId);
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if (remoteClient == null)
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{
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@@ -1811,6 +1811,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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SendKillObject(deleteIDs);
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if (permissionToTake)
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{
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m_asyncSceneObjectDeleter.DeleteToInventory(
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