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udp updates: remove a intermediat struct; move files around so clean solution before pull, or pull on clean folder
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@@ -5959,25 +5959,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task);
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}
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private class ObjectPropertyUpdate : EntityUpdate
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{
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internal bool SendFamilyProps;
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internal bool SendObjectProps;
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public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
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: base(entity,(PrimUpdateFlags)flags)
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{
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SendFamilyProps = sendfam;
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SendObjectProps = sendobj;
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}
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public void Update(ObjectPropertyUpdate update)
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{
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SendFamilyProps = SendFamilyProps || update.SendFamilyProps;
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SendObjectProps = SendObjectProps || update.SendObjectProps;
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// other properties may need to be updated by base class
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base.Update(update);
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}
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}
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public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
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{
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@@ -6061,7 +6042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate;
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if (update.SendFamilyProps)
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if ((update.PropsFlags & ObjectPropertyUpdateFlags.Family) != 0)
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{
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if (update.Entity is SceneObjectPart)
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{
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@@ -6073,7 +6054,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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if (update.SendObjectProps)
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if ((update.PropsFlags & ObjectPropertyUpdateFlags.Object) != 0)
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{
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if (update.Entity is SceneObjectPart)
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{
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@@ -6113,6 +6094,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lastpos = zc.Position;
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lastzc = zc.ZeroCount;
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CreateObjectPropertiesBlock((SceneObjectPart)eu.Entity, zc);
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eu.Free();
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if (zc.Position < LLUDPServer.MAXPAYLOAD)
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{
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//tau.Add(eu);
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@@ -6172,6 +6154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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zc.Position = 8;
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CreateObjectPropertiesFamilyBlock((SceneObjectPart)eu.Entity, eu.Flags, zc);
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eu.Free();
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buf.DataLength = zc.Finish();
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//List<EntityUpdate> tau = new List<EntityUpdate>(1);
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//tau.Add(new ObjectPropertyUpdate((ISceneEntity) eu, (uint)eu.Flags, true, false));
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