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* Added a try/catch handler around childdataupdates because the enumeration is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
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@@ -2678,6 +2678,7 @@ namespace OpenSim.Region.ClientStack
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break;
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case PacketType.ModifyLand:
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ModifyLandPacket modify = (ModifyLandPacket)Pack;
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//MainLog.Instance.Verbose("LAND", "LAND:" + modify.ToString());
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if (modify.ParcelData.Length > 0)
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{
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if (OnModifyTerrain != null)
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@@ -344,20 +344,27 @@ namespace OpenSim.Region.Environment.Scenes
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private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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{
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//MainLog.Instance.Notice("INTERGRID", "Informing neighbors about my agent.");
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foreach (ulong regionHandle in presence.KnownChildRegions)
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try
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{
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bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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foreach (ulong regionHandle in presence.KnownChildRegions)
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{
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bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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if (regionAccepted)
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{
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//MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
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}
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else
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{
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//MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent");
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if (regionAccepted)
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{
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//MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
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}
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else
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{
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//MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent");
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}
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}
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}
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catch (System.InvalidOperationException)
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{
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// We're ignoring a collection was modified error because this data gets old and outdated fast.
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}
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}
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private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
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