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* Thanks to Mic Bowman for inspiring me to look at that we are still using ASCIIEncoder in places we shouldn't.
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@@ -583,7 +583,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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return objectname;
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}
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EntityBase SensedObject = null;
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EntityBase SensedObject;
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lock (World.Entities)
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{
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World.Entities.TryGetValue(objecUUID, out SensedObject);
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@@ -119,7 +119,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (myIQS.QueueSize == 0)
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return;
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string receivedData = Encoding.ASCII.GetString(myIQS.Queue, 0, myIQS.QueueSize);
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string receivedData = Encoding.UTF8.GetString(myIQS.Queue, 0, myIQS.QueueSize);
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Debug.WriteLine("RAW: " + receivedData);
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byte newLine = 10;
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@@ -197,7 +197,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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tmpStr += "," + p[i].GetType().ToString() + "|" + HttpUtility.UrlEncode(p[i].ToString()); // .Replace(",", "%44")
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}
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tmpStr += "\n";
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byte[] byteData = Encoding.ASCII.GetBytes(tmpStr);
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byte[] byteData = Encoding.UTF8.GetBytes(tmpStr);
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TCPS.Send(ID, byteData, 0, byteData.Length);
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}
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}
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@@ -289,10 +289,8 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine.LSO
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//}
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// READ EVENT CODE CHUNKS
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LSO_Struct.CodeChunk[] myEventCodeChunk;
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if (myStateFrameBlock.StateCount > 0)
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{
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myEventCodeChunk = new LSO_Struct.CodeChunk[myStateFrameBlock.StateCount];
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for (int i = 0; i < myStateFrameBlock.StateCount; i++)
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{
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// TODO: Somehow organize events and functions so they can be found again,
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@@ -465,7 +463,6 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine.LSO
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// TODO: How to determine number of codechunks -- does this method work?
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myCodeChunk.CodeChunkArguments = new List<LSO_Struct.CodeChunkArgument>();
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byte reader = br_read(1)[0];
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reader = br_read(1)[0];
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// NOTE ON CODE CHUNK ARGUMENTS
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// This determins type definition
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