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When an NPC is created, stop telling neighbouring regions to expect a child agent
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@@ -1065,10 +1065,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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#endregion
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#region Enable Child Agent
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/// <summary>
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/// This informs a single neighbouring region about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="region"></param>
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public void EnableChildAgent(ScenePresence sp, GridRegion region)
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{
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m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);
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@@ -1126,6 +1129,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// This informs all neighbouring regions about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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/// <param name="sp"></param>
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public void EnableChildAgents(ScenePresence sp)
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{
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List<GridRegion> neighbours = new List<GridRegion>();
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@@ -1312,7 +1316,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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Utils.LongToUInts(reg.RegionHandle, out x, out y);
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x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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m_log.Debug("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")");
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m_log.Debug("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint + ")");
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string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);
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