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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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@@ -1765,10 +1765,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="part"></param>
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public void ServiceObjectPropertiesFamilyRequest(IClientAPI remoteClient, UUID AgentID, uint RequestFlags)
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{
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remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
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RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
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RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
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RootPart.CreatorID, RootPart.Name, RootPart.Description);
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remoteClient.SendObjectPropertiesFamilyData(RootPart, RequestFlags);
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// remoteClient.SendObjectPropertiesFamilyData(RequestFlags, RootPart.UUID, RootPart.OwnerID, RootPart.GroupID, RootPart.BaseMask,
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// RootPart.OwnerMask, RootPart.GroupMask, RootPart.EveryoneMask, RootPart.NextOwnerMask,
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// RootPart.OwnershipCost, RootPart.ObjectSaleType, RootPart.SalePrice, RootPart.Category,
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// RootPart.CreatorID, RootPart.Name, RootPart.Description);
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}
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public void SetPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
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