mirror of
https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
This commit is contained in:
@@ -919,7 +919,7 @@ namespace OpenSim
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break;
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case "scene":
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if (args.Length == 5)
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if (args.Length == 4)
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{
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if (m_sceneManager.CurrentScene == null)
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{
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@@ -927,39 +927,21 @@ namespace OpenSim
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}
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else
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{
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bool scriptingOn = !Convert.ToBoolean(args[2]);
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bool collisionsOn = !Convert.ToBoolean(args[3]);
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bool physicsOn = !Convert.ToBoolean(args[4]);
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m_sceneManager.CurrentScene.SetSceneCoreDebug(scriptingOn, collisionsOn, physicsOn);
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string key = args[2];
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string value = args[3];
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m_sceneManager.CurrentScene.SetSceneCoreDebug(
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new Dictionary<string, string>() { { key, value } });
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MainConsole.Instance.Output(
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String.Format(
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"Set debug scene scripting = {0}, collisions = {1}, physics = {2}",
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!scriptingOn, !collisionsOn, !physicsOn));
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MainConsole.Instance.OutputFormat("Set debug scene {0} = {1}", key, value);
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}
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}
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else
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{
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MainConsole.Instance.Output("Usage: debug scene <scripting> <collisions> <physics> (where inside <> is true/false)");
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MainConsole.Instance.Output("Usage: debug scene scripting|collisions|physics|teleport true|false");
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}
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break;
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case "teleport":
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foreach(Scene s in m_sceneManager.Scenes)
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{
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if (s.DEBUG)
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{
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s.DEBUG = false;
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MainConsole.Instance.Output("Teleport debugging is disabled!");
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}
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else{
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s.DEBUG = true;
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MainConsole.Instance.Output("Teleport debugging is enabled!");
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}
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}
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break;
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default:
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MainConsole.Instance.Output("Unknown debug command");
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break;
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@@ -670,7 +670,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
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Scene.RegionInfo.RegionSettings.Save();
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TriggerRegionInfoChange();
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Scene.SetSceneCoreDebug(disableScripts, disableCollisions, disablePhysics);
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Scene.SetSceneCoreDebug(
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new Dictionary<string, string>() {
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{ "scripting", (!disableScripts).ToString() },
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{ "collisions", (!disableCollisions).ToString() },
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{ "physics", (!disablePhysics).ToString() }
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}
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);
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}
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private void handleEstateTeleportOneUserHomeRequest(IClientAPI remover_client, UUID invoice, UUID senderID, UUID prey)
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@@ -65,7 +65,16 @@ namespace OpenSim.Region.Framework.Scenes
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#region Fields
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public bool EmergencyMonitoring = false;
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public bool DEBUG = false;
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/// <summary>
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/// Show debug information about teleports.
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/// </summary>
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public bool DebugTeleporting { get; private set; }
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/// <summary>
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/// Show debug information about the scene loop.
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/// </summary>
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public bool DebugUpdates { get; private set; }
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public SynchronizeSceneHandler SynchronizeScene;
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public SimStatsReporter StatsReporter;
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@@ -1020,44 +1029,66 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void SetSceneCoreDebug(bool ScriptEngine, bool CollisionEvents, bool PhysicsEngine)
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public void SetSceneCoreDebug(Dictionary<string, string> options)
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{
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if (m_scripts_enabled != !ScriptEngine)
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if (options.ContainsKey("scripting"))
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{
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if (ScriptEngine)
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bool enableScripts = true;
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if (bool.TryParse(options["scripting"], out enableScripts) && m_scripts_enabled != enableScripts)
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{
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m_log.Info("Stopping all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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if (!enableScripts)
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{
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if (ent is SceneObjectGroup)
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((SceneObjectGroup)ent).RemoveScriptInstances(false);
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}
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}
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else
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{
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m_log.Info("Starting all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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m_log.Info("Stopping all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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SceneObjectGroup sog = (SceneObjectGroup)ent;
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sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
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sog.ResumeScripts();
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if (ent is SceneObjectGroup)
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((SceneObjectGroup)ent).RemoveScriptInstances(false);
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}
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}
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else
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{
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m_log.Info("Starting all Scripts in Scene");
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EntityBase[] entities = Entities.GetEntities();
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foreach (EntityBase ent in entities)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup sog = (SceneObjectGroup)ent;
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sog.CreateScriptInstances(0, false, DefaultScriptEngine, 0);
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sog.ResumeScripts();
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}
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}
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}
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}
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m_scripts_enabled = !ScriptEngine;
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m_log.Info("[TOTEDD]: Here is the method to trigger disabling of the scripting engine");
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m_scripts_enabled = enableScripts;
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}
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}
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if (m_physics_enabled != !PhysicsEngine)
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if (options.ContainsKey("physics"))
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{
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m_physics_enabled = !PhysicsEngine;
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bool enablePhysics;
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if (bool.TryParse(options["physics"], out enablePhysics))
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m_physics_enabled = enablePhysics;
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}
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if (options.ContainsKey("teleport"))
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{
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bool enableTeleportDebugging;
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if (bool.TryParse(options["teleport"], out enableTeleportDebugging))
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DebugTeleporting = enableTeleportDebugging;
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}
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if (options.ContainsKey("updates"))
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{
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bool enableUpdateDebugging;
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if (bool.TryParse(options["updates"], out enableUpdateDebugging))
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{
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DebugUpdates = enableUpdateDebugging;
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GcNotify.Enabled = DebugUpdates;
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}
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}
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}
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@@ -1382,7 +1413,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Tell the watchdog that this thread is still alive
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Watchdog.UpdateThread();
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// previousFrameTick = m_lastFrameTick;
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previousFrameTick = m_lastFrameTick;
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m_lastFrameTick = Util.EnvironmentTickCount();
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maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
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maintc = (int)(MinFrameTime * 1000) - maintc;
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@@ -1391,12 +1422,14 @@ namespace OpenSim.Region.Framework.Scenes
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Thread.Sleep(maintc);
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// Optionally warn if a frame takes double the amount of time that it should.
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// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
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// m_log.WarnFormat(
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// "[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
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// Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
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// MinFrameTime * 1000,
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// RegionInfo.RegionName);
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if (DebugUpdates
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&& Util.EnvironmentTickCountSubtract(
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m_lastFrameTick, previousFrameTick) > (int)(MinFrameTime * 1000 * 2))
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m_log.WarnFormat(
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"[SCENE]: Frame took {0} ms (desired max {1} ms) in {2}",
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Util.EnvironmentTickCountSubtract(m_lastFrameTick, previousFrameTick),
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MinFrameTime * 1000,
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RegionInfo.RegionName);
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}
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}
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@@ -3826,7 +3826,7 @@ namespace OpenSim.Region.Framework.Scenes
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (land != null)
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{
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if (Scene.DEBUG)
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if (Scene.DebugTeleporting)
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TeleportFlagsDebug();
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// If we come in via login, landmark or map, we want to
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