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Got rid of all hyperassets references. Also fixed accessing textures in user's inventory in foreign grids.
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@@ -58,8 +58,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
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private object m_syncRoot = new object();
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private IHyperAssetService m_hyperAssets;
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public LLClientView Client { get { return m_client; } }
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public AssetBase MissingImage { get { return m_missingImage; } }
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@@ -75,7 +73,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.Error("[ClientView] - Couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
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m_j2kDecodeModule = pJ2kDecodeModule;
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m_hyperAssets = client.Scene.RequestModuleInterface<IHyperAssetService>();
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}
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/// <summary>
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@@ -149,7 +146,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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imgrequest.J2KDecoder = m_j2kDecodeModule;
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imgrequest.AssetService = m_assetCache;
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imgrequest.AgentID = m_client.AgentId;
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imgrequest.HyperAssets = m_hyperAssets;
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imgrequest.InventoryAccessModule = m_client.Scene.RequestModuleInterface<IInventoryAccessModule>();
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
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imgrequest.Priority = newRequest.Priority;
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