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Converted the LSL scripting engine into a IRegionModule, so now all "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. Some early work to prepare for improving the way clients are updated (about prims etc).
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@@ -44,6 +44,7 @@ using OpenSim.Framework.Communications.Caches;
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using OpenSim.Region.Environment.LandManagement;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Types;
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using OpenSim.Region.Terrain;
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using OpenSim.Framework.Data;
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using Caps = OpenSim.Region.Capabilities.Caps;
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@@ -72,6 +73,8 @@ namespace OpenSim.Region.Environment.Scenes
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private int m_timePhase = 24;
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private int m_timeUpdateCount;
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public BasicQuadTreeNode QuadTree;
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private Mutex updateLock;
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protected ModuleLoader m_moduleLoader;
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@@ -178,6 +181,10 @@ namespace OpenSim.Region.Environment.Scenes
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m_eventManager.OnPermissionError += SendPermissionAlert;
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QuadTree = new BasicQuadTreeNode(null, 0, 0, 256, 256);
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QuadTree.Subdivide();
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QuadTree.Subdivide();
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MainLog.Instance.Verbose("Creating new entitities instance");
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Entities = new Dictionary<LLUUID, EntityBase>();
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Avatars = new Dictionary<LLUUID, ScenePresence>();
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@@ -596,6 +603,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (!Entities.ContainsKey(sceneObject.UUID))
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{
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QuadTree.AddObject(sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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}
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}
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