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Add extra log information when attachments fail validation
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@@ -59,7 +59,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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get { return m_MaxTransferDistance; }
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set { m_MaxTransferDistance = value; }
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}
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protected bool m_Enabled = false;
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protected Scene m_aScene;
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@@ -68,7 +67,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
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new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();
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#region ISharedRegionModule
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public Type ReplaceableInterface
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@@ -329,7 +327,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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sp.ValidateAttachments();
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if (!sp.ValidateAttachments())
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
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sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);
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// if (!sp.ValidateAttachments())
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// {
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@@ -941,7 +942,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// This Closes child agents on neighbouring regions
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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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protected ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version)
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protected ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
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bool isFlying, string version)
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{
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ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
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@@ -951,7 +954,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (neighbourRegion != null)
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{
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agent.ValidateAttachments();
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if (!agent.ValidateAttachments())
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}. Continuing.",
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agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);
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pos = pos + (agent.Velocity);
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