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* The rest of the fix necessary for mantis #766 - terse updates broken
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before * Hopefully this ends the recent linking problems - please let us know if there are more
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@@ -472,20 +472,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// Two updates can occur with the same timestamp (especially
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// since our timestamp resolution is to the nearest second). Therefore, we still need
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// to send an update even if the last full update time is identical to the part's
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// update timestamp.
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//
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// If we don't do this, various events (such as linking and delinking in the same
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// second), will stop working properly!
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// We deal with the possibility that two updates occur at the same unix time
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// at the update point itself.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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//need to do a full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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// We'll update to the part's timestamp rather than the current time to
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@@ -1658,7 +1652,7 @@ namespace OpenSim.Region.Environment.Scenes
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gdb.GodLevel = (byte)0;
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m_godlevel = 0;
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}
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gdb.Token = token;
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//respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
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respondPacket.GrantData = gdb;
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