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* Double the priority on avatar bake texture requests to get avatars rezzing in faster than the surrounding scene
* Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
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@@ -6756,11 +6756,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (OnRequestTexture != null)
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{
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TextureRequestArgs args = new TextureRequestArgs();
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args.RequestedAssetID = imageRequest.RequestImage[i].Image;
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args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel;
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args.PacketNumber = imageRequest.RequestImage[i].Packet;
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args.Priority = imageRequest.RequestImage[i].DownloadPriority;
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RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i];
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args.RequestedAssetID = block.Image;
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args.DiscardLevel = block.DiscardLevel;
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args.PacketNumber = block.Packet;
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args.Priority = block.DownloadPriority;
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args.requestSequence = imageRequest.Header.Sequence;
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// NOTE: This is not a built in part of the LLUDP protocol, but we double the
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// priority of avatar textures to get avatars rezzing in faster than the
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// surrounding scene
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if ((ImageType)block.Type == ImageType.Baked)
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args.Priority *= 2.0f;
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//handlerTextureRequest = OnRequestTexture;
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//if (handlerTextureRequest != null)
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