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* Purged 'Regions' code pending Agent layer grok.
* Changed so prims aren't loaded until AFTER parcels. * The region startup flow is still an ungodly rats nest.
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@@ -49,7 +49,6 @@ using OpenSim.Region.Environment.Types;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Terrain;
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using Timer = System.Timers.Timer;
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using OpenSim.Region.Environment.Regions;
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namespace OpenSim.Region.Environment.Scenes
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{
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@@ -64,8 +63,6 @@ namespace OpenSim.Region.Environment.Scenes
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/// publicized so it can be accessed from SceneObjectGroup.
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protected float timeStep = 0.1f;
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private Regions.Region m_region;
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private Random Rand = new Random();
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private uint _primCount = 702000;
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private readonly Mutex _primAllocateMutex = new Mutex(false);
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@@ -162,8 +159,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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updateLock = new Mutex(false);
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m_region = new Regions.Region(this);
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m_moduleLoader = moduleLoader;
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authenticateHandler = authen;
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commsManager = commsMan;
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@@ -373,7 +368,10 @@ namespace OpenSim.Region.Environment.Scenes
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/// <returns></returns>
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internal void Broadcast(Action<IClientAPI> whatToDo)
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{
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m_region.Broadcast(whatToDo);
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ForEachScenePresence( delegate( ScenePresence presence )
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{
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whatToDo(presence.ControllingClient);
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});
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}
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/// <summary>
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///
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@@ -458,7 +456,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Loads the World's objects
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/// </summary>
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public void LoadPrimsFromStorage()
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public virtual void LoadPrimsFromStorage()
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{
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MainLog.Instance.Verbose("Loading objects from datastore");
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List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects(m_regInfo.SimUUID);
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@@ -790,11 +788,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_scenePresences.Remove(agentID);
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}
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lock (m_region)
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{
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m_region.Remove(agentID);
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}
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lock (Entities)
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{
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Entities.Remove(agentID);
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@@ -1135,7 +1128,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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public void SendUrlToUser(LLUUID avatarID, string objectname, LLUUID objectID, LLUUID ownerID, bool groupOwned,
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string message, string url)
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string message, string url)
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{
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if (m_scenePresences.ContainsKey(avatarID))
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{
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