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temporary HACK to not kill some viewers
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@@ -344,13 +344,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Prioritizer m_prioritizer;
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private bool m_disableFacelights;
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// needs optimazation
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// needs optimization
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private HashSet<SceneObjectGroup> GroupsInView = new HashSet<SceneObjectGroup>();
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#pragma warning disable 0414
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private bool m_VelocityInterpolate;
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#pragma warning restore 0414
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private const uint MaxTransferBytesPerPacket = 600;
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public bool DoObjectAnimations { get; set; }
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/// <value>
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/// Maintain a record of all the objects killed. This allows us to stop an update being sent from the
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/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
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@@ -3915,6 +3917,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendObjectAnimations(UUID[] animations, int[] seqs, UUID senderId)
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{
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// m_log.DebugFormat("[LLCLIENTVIEW]: Sending Object animations for {0} to {1}", sourceAgentId, Name);
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if(!DoObjectAnimations)
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return;
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ObjectAnimationPacket ani = (ObjectAnimationPacket)PacketPool.Instance.GetPacket(PacketType.ObjectAnimation);
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// TODO: don't create new blocks if recycling an old packet
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@@ -4326,10 +4330,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (update.Entity is SceneObjectPart)
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{
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if (updateFlags.HasFlag(PrimUpdateFlags.Animations))
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if (DoObjectAnimations && updateFlags.HasFlag(PrimUpdateFlags.Animations))
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{
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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if (sop.Animations != null)
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if ( sop.Animations != null)
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{
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ObjectAnimationUpdates.Value.Add(sop);
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maxUpdatesBytes -= 32 * sop.Animations.Count + 16;
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