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Fixed MapBlocks bug, wrong order of arguments. First version that seems completely functional.
Also fixed the notification of the message server in standalone -- that server doesn't usually exist.
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@@ -330,6 +330,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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private void NotifyMessageServerOfStartup(Scene scene)
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{
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if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
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return;
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
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ArrayList SendParams = new ArrayList();
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@@ -353,6 +356,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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private void NotifyMessageServerOfShutdown(Scene scene)
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{
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if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
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return;
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["RegionUUID"] = scene.RegionInfo.RegionID.ToString();
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ArrayList SendParams = new ArrayList();
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@@ -376,6 +382,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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private void NotifyMessageServerOfAgentLocation(UUID agentID, UUID region, ulong regionHandle)
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{
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if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
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return;
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["AgentID"] = agentID.ToString();
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xmlrpcdata["RegionUUID"] = region.ToString();
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@@ -401,6 +410,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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private void NotifyMessageServerOfAgentLeaving(UUID agentID, UUID region, ulong regionHandle)
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{
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if (m_Scenes[0].CommsManager.NetworkServersInfo.MessagingURL == string.Empty)
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return;
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Hashtable xmlrpcdata = new Hashtable();
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xmlrpcdata["AgentID"] = agentID.ToString();
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xmlrpcdata["RegionUUID"] = region.ToString();
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@@ -62,8 +62,8 @@ namespace OpenSim.Region.CoreModules.Hypergrid
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{
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List<MapBlockData> mapBlocks = new List<MapBlockData>();
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List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
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(minX - 4) * (int)Constants.RegionSize, (minY - 4) * (int)Constants.RegionSize,
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(maxX + 4) * (int)Constants.RegionSize, (maxY + 4) * (int)Constants.RegionSize);
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(minX - 4) * (int)Constants.RegionSize, (maxX + 4) * (int)Constants.RegionSize,
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(minY - 4) * (int)Constants.RegionSize, (maxY + 4) * (int)Constants.RegionSize);
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foreach (GridRegion r in regions)
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{
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