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remove some llUDP options
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@@ -4625,12 +4625,8 @@ Label_GroupsDone:
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// however to avoid a race condition crossing borders..
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if (childAgentUpdate.IsChildAgent)
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{
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uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
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uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
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uint tRegionX = RegionInfo.RegionLocX;
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uint tRegionY = RegionInfo.RegionLocY;
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//Send Data to ScenePresence
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childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
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childAgentUpdate.UpdateChildAgent(cAgentData);
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// Not Implemented:
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//TODO: Do we need to pass the message on to one of our neighbors?
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}
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@@ -4846,7 +4846,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// This updates important decision making data about a child agent
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/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
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/// </summary>
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public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
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public void UpdateChildAgent(AgentPosition cAgentData)
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{
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if (!IsChildAgent)
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return;
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@@ -4854,6 +4854,10 @@ namespace OpenSim.Region.Framework.Scenes
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GodController.SetState(cAgentData.GodData);
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RegionHandle = cAgentData.RegionHandle;
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uint rRegionX = (uint)(RegionHandle >> 40);
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uint rRegionY = (((uint)RegionHandle) >> 8);
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uint tRegionX = m_scene.RegionInfo.RegionLocX;
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uint tRegionY = m_scene.RegionInfo.RegionLocY;
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//m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
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int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
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@@ -4863,11 +4867,19 @@ namespace OpenSim.Region.Framework.Scenes
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DrawDistance = cAgentData.Far;
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if (cAgentData.Position != marker) // UGH!!
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m_pos = cAgentData.Position + offset;
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m_pos = cAgentData.Position + offset;
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CameraPosition = cAgentData.Center + offset;
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if (cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count > 0)
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{
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if (Scene.CapsModule != null)
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{
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Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
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}
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KnownRegions = cAgentData.ChildrenCapSeeds;
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}
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if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
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{
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// some scaling factor
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@@ -4880,24 +4892,13 @@ namespace OpenSim.Region.Framework.Scenes
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x = x * x + y * y;
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const float distScale = 0.4f / Constants.RegionSize / Constants.RegionSize;
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float factor = 1.0f - distScale * x;
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float factor = 1.0f - x * 0.3f / Constants.RegionSize / Constants.RegionSize;
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if (factor < 0.2f)
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factor = 0.2f;
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ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor);
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}
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if(cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count >0)
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{
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if (Scene.CapsModule != null)
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{
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Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
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}
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KnownRegions = cAgentData.ChildrenCapSeeds;
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}
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//cAgentData.AVHeight;
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//m_velocity = cAgentData.Velocity;
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checkRePrioritization();
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@@ -5029,7 +5030,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
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ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
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ControllingClient.SetChildAgentThrottle(cAgent.Throttles, 1.0f);
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m_headrotation = cAgent.HeadRotation;
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Rotation = cAgent.BodyRotation;
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