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First pass at moving object property requests into a queue similar
to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
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@@ -702,18 +702,12 @@ namespace OpenSim.Region.Examples.SimpleModule
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{
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}
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public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID,
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uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask,
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uint NextOwnerMask, int OwnershipCost, byte SaleType,int SalePrice, uint Category,
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UUID LastOwnerID, string ObjectName, string Description)
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public void SendObjectPropertiesFamilyData(ISceneEntity Entity, uint RequestFlags)
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{
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}
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public void SendObjectPropertiesReply(UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID,
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UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID,
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UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName,
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string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask,
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uint BaseMask, byte saleType, int salePrice)
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public void SendObjectPropertiesReply(ISceneEntity entity)
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{
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}
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