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cosmetics, cleanup and other things
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@@ -4034,9 +4034,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp is not null && !sp.IsDeleted && sp.IsChildAgent &&
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(sp.LifecycleState == ScenePresenceState.Running || sp.LifecycleState == ScenePresenceState.PreRemove))
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{
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m_log.DebugFormat(
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"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
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sp.Name, sp.LifecycleState, Name);
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m_log.Debug($"[SCENE]: Reusing existing child scene presence for {sp.Name}, state {sp.LifecycleState} in {Name}");
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// In the case where, for example, an A B C D region layout, an avatar may
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// teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
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@@ -4064,17 +4062,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (EntityTransferModule.IsInTransit(sp.UUID))
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{
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sp.DoNotCloseAfterTeleport = true;
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m_log.DebugFormat(
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"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
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sp.Name, Name);
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m_log.Debug($"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {sp.Name} in {Name} because this region will attempt end-of-teleport close from a previous close.");
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}
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}
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}
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// Need to poll here in case we are currently deleting an sp. Letting threads run over each other will
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// allow unpredictable things to happen.
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if (sp is not null)
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if (sp is not null && sp.LifecycleState == ScenePresenceState.Removing)
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{
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const int polls = 10;
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const int pollInterval = 1000;
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File diff suppressed because it is too large
Load Diff
@@ -2201,7 +2201,7 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.LocalId = plocalID;
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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if(OwnerID != GroupID)
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if(OwnerID.NotEqual(GroupID))
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dupe.LastOwnerID = OwnerID;
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else
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dupe.LastOwnerID = LastOwnerID; // redundant ?
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@@ -5366,9 +5366,9 @@ namespace OpenSim.Region.Framework.Scenes
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GroupMask = 0; // DO NOT propagate here
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}
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if (OwnerID != item.Owner)
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if (OwnerID.NotEqual(item.Owner))
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{
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if(OwnerID != GroupID)
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if(OwnerID.NotEqual(GroupID))
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LastOwnerID = OwnerID;
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OwnerID = item.Owner;
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Inventory.ChangeInventoryOwner(item.Owner);
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@@ -1199,9 +1199,9 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (SceneObjectPart part in partList)
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{
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if ((part.OwnerID != NewOwner))
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if ((part.OwnerID.NotEqual(NewOwner)))
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{
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if(part.GroupID != part.OwnerID)
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if(part.GroupID.NotEqual(part.OwnerID))
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = NewOwner;
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part.Inventory.ChangeInventoryOwner(NewOwner);
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