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Add copyright header. Formatting cleanup. Ignore some generated files.
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@@ -36,13 +36,13 @@ using System.Reflection;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// We use this class to store image data and associated request data and attributes
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/// </summary>
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/// <summary>
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/// We use this class to store image data and associated request data and attributes
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/// </summary>
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public class J2KImage
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public double m_designatedPriorityKey;
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public double m_requestedPriority = 0.0d;
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public uint m_lastSequence = 0;
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@@ -55,7 +55,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public AssetBase m_MissingSubstitute = null;
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public bool m_decoded = false;
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public bool m_completedSendAtCurrentDiscardLevel;
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private sbyte m_discardLevel=-1;
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private uint m_packetNumber;
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private bool m_decoderequested = false;
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@@ -135,6 +135,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1;
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}
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public int LastPacketSize()
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{
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if (m_packetNumber == 1)
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@@ -146,8 +147,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lastsize = cImagePacketSize;
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}
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return lastsize;
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}
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}
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public int CurrentBytePosition()
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{
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@@ -215,7 +215,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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complete = true;
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}
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}
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// It's concievable that the client might request packet one
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// from a one packet image, which is really packet 0,
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// which would leave us with a negative imagePacketSize..
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@@ -234,7 +234,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//Send the packet
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client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData);
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}
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if (complete)
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{
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@@ -257,7 +256,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (m_packetNumber <= m_stopPacket)
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{
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bool SendMore = true;
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if (!m_sentinfo || (m_packetNumber == 0))
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{
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@@ -273,8 +271,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_packetNumber = 2;
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}
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int count=0;
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int count = 0;
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while (SendMore && count < 5 && m_packetNumber <= m_stopPacket)
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{
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count++;
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@@ -284,13 +282,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_packetNumber > m_stopPacket)
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{
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return true;
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}
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}
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}
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return false;
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}
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@@ -343,12 +337,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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//discardLevel of -1 means just update the priority
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if (m_requestedDiscardLevel != -1)
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{
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//Evaluate the discard level
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//First, is it positive?
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if (m_requestedDiscardLevel >= 0)
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@@ -361,7 +352,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_discardLevel = m_requestedDiscardLevel;
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}
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//Calculate the m_stopPacket
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if (Layers.Length > 0)
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{
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@@ -382,18 +373,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_packetNumber = m_requestedPacketNumber;
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}
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if (m_packetNumber <= m_stopPacket)
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{
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m_completedSendAtCurrentDiscardLevel = false;
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -248,7 +248,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void Cancel(uint sequence)
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{
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while(contents.Remove(sequence))
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while (contents.Remove(sequence))
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;
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}
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@@ -47,7 +47,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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public class InventoryArchiveWriteRequest
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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/// Used to select all inventory nodes in a folder but not the folder itself
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/// </value>
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@@ -58,12 +58,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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private string m_invPath;
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protected TarArchiveWriter m_archive;
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protected UuidGatherer m_assetGatherer;
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/// <value>
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/// Used to collect the uuids of the assets that we need to save into the archive
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/// </value>
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protected Dictionary<UUID, int> m_assetUuids = new Dictionary<UUID, int>();
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/// <value>
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/// Used to collect the uuids of the users that we need to save into the archive
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/// </value>
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@@ -125,16 +125,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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protected void SaveInvItem(InventoryItemBase inventoryItem, string path)
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{
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string filename = string.Format("{0}{1}_{2}.xml", path, inventoryItem.Name, inventoryItem.ID);
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// Record the creator of this item for user record purposes (which might go away soon)
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m_userUuids[inventoryItem.CreatorIdAsUuid] = 1;
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InventoryItemBase saveItem = (InventoryItemBase)inventoryItem.Clone();
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saveItem.CreatorId = OspResolver.MakeOspa(saveItem.CreatorIdAsUuid, m_module.CommsManager);
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string serialization = UserInventoryItemSerializer.Serialize(saveItem);
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m_archive.WriteFile(filename, serialization);
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m_assetGatherer.GatherAssetUuids(saveItem.AssetID, (AssetType)saveItem.AssetType, m_assetUuids);
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}
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@@ -154,7 +154,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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inventoryFolder.Name,
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ArchiveConstants.INVENTORY_NODE_NAME_COMPONENT_SEPARATOR,
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inventoryFolder.ID);
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// We need to make sure that we record empty folders
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m_archive.WriteDir(path);
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}
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@@ -225,12 +225,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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}
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bool foundStar = false;
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// Eliminate double slashes and any leading / on the path. This might be better done within InventoryFolderImpl
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// itself (possibly at a small loss in efficiency).
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string[] components
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= m_invPath.Split(new string[] { InventoryFolderImpl.PATH_DELIMITER }, StringSplitOptions.RemoveEmptyEntries);
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int maxComponentIndex = components.Length - 1;
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// If the path terminates with a STAR then later on we want to archive all nodes in the folder but not the
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@@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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foundStar = true;
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maxComponentIndex--;
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}
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m_invPath = String.Empty;
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for (int i = 0; i <= maxComponentIndex; i++)
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{
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@@ -296,24 +296,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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//recurse through all dirs getting dirs and files
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SaveInvFolder(inventoryFolder, ArchiveConstants.INVENTORY_PATH, !foundStar);
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}
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SaveUsers();
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new AssetsRequest(m_assetUuids.Keys, m_module.CommsManager.AssetCache, ReceivedAllAssets).Execute();
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}
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/// <summary>
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/// Save information for the users that we've collected.
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/// </summary>
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protected void SaveUsers()
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{
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m_log.InfoFormat("[INVENTORY ARCHIVER]: Saving user information for {0} users", m_userUuids.Count);
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foreach (UUID creatorId in m_userUuids.Keys)
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{
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// Record the creator of this item
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CachedUserInfo creator
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= m_module.CommsManager.UserProfileCacheService.GetUserDetails(creatorId);
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if (creator != null)
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{
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m_archive.WriteFile(
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@@ -1861,7 +1861,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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bool welcome = true;
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if(m_regInfo.EstateSettings.IsBanned(client.AgentId) && (!Permissions.IsGod(client.AgentId)))
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if (m_regInfo.EstateSettings.IsBanned(client.AgentId) && (!Permissions.IsGod(client.AgentId)))
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{
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m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
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client.AgentId, client.FirstName, client.LastName, RegionInfo.RegionName);
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@@ -1876,7 +1876,7 @@ namespace OpenSim.Region.Framework.Scenes
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welcome = false;
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}
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if(!welcome)
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if (!welcome)
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{
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try
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{
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@@ -1899,46 +1899,46 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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SubscribeToClientEvents(client);
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ScenePresence presence;
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SubscribeToClientEvents(client);
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ScenePresence presence;
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if (m_restorePresences.ContainsKey(client.AgentId))
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{
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m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);
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if (m_restorePresences.ContainsKey(client.AgentId))
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{
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m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName);
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presence = m_restorePresences[client.AgentId];
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m_restorePresences.Remove(client.AgentId);
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presence = m_restorePresences[client.AgentId];
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m_restorePresences.Remove(client.AgentId);
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// This is one of two paths to create avatars that are
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// used. This tends to get called more in standalone
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// than grid, not really sure why, but as such needs
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// an explicity appearance lookup here.
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AvatarAppearance appearance = null;
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GetAvatarAppearance(client, out appearance);
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presence.Appearance = appearance;
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// This is one of two paths to create avatars that are
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// used. This tends to get called more in standalone
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// than grid, not really sure why, but as such needs
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// an explicity appearance lookup here.
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AvatarAppearance appearance = null;
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GetAvatarAppearance(client, out appearance);
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presence.Appearance = appearance;
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presence.initializeScenePresence(client, RegionInfo, this);
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presence.initializeScenePresence(client, RegionInfo, this);
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m_sceneGraph.AddScenePresence(presence);
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m_sceneGraph.AddScenePresence(presence);
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lock (m_restorePresences)
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{
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Monitor.PulseAll(m_restorePresences);
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}
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}
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else
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{
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m_log.DebugFormat(
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"[SCENE]: Adding new child agent for {0} in {1}",
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client.Name, RegionInfo.RegionName);
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lock (m_restorePresences)
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{
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Monitor.PulseAll(m_restorePresences);
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}
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}
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else
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{
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m_log.DebugFormat(
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"[SCENE]: Adding new child agent for {0} in {1}",
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client.Name, RegionInfo.RegionName);
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CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
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CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
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CreateAndAddScenePresence(client);
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}
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CreateAndAddScenePresence(client);
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}
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m_LastLogin = Environment.TickCount;
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EventManager.TriggerOnNewClient(client);
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m_LastLogin = Environment.TickCount;
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EventManager.TriggerOnNewClient(client);
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}
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}
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