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https://github.com/opensim/opensim.git
synced 2026-08-05 17:05:55 +08:00
at last we can login and see objects ( friends is dead and disable in
scenepresence)
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@@ -40,8 +40,8 @@ using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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[assembly: Addin("LindenCaps", "0.1")]
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[assembly: AddinDependency("OpenSim", "0.5")]
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[assembly: Addin("LindenCaps", OpenSim.VersionInfo.VersionNumber)]
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[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
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namespace OpenSim.Region.ClientStack.Linden
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{
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@@ -231,18 +231,12 @@ namespace OpenSim.Region.ClientStack.Linden
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lock (queue)
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queue.Enqueue(ev);
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}
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else if (DebugLevel > 0)
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else
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{
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ScenePresence sp = m_scene.GetScenePresence(avatarID);
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// This assumes that an NPC should never have a queue.
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if (sp != null && sp.PresenceType != PresenceType.Npc)
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{
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OSDMap evMap = (OSDMap)ev;
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m_log.WarnFormat(
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"[EVENTQUEUE]: (Enqueue) No queue found for agent {0} {1} when placing message {2} in region {3}",
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sp.Name, sp.UUID, evMap["message"], m_scene.Name);
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}
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"[EVENTQUEUE]: (Enqueue) No queue found for agent {0} when placing message {1} in region {2}",
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avatarID, evMap["message"], m_scene.Name);
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}
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}
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catch (NullReferenceException e)
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@@ -76,7 +76,7 @@ namespace OpenSim.Region.ClientStack.Linden
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llsdSimInfo.Add("Handle", new OSDBinary(ulongToByteArray(handle)));
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llsdSimInfo.Add("IP", new OSDBinary(endPoint.Address.GetAddressBytes()));
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llsdSimInfo.Add("Port", new OSDInteger(endPoint.Port));
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llsdSimInfo.Add("Port", OSD.FromInteger(endPoint.Port));
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llsdSimInfo.Add("RegionSizeX", OSD.FromUInteger((uint)regionSizeX));
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llsdSimInfo.Add("RegionSizeY", OSD.FromUInteger((uint)regionSizeY));
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@@ -118,8 +118,9 @@ namespace OpenSim.Region.ClientStack.Linden
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return;
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m_fetchInventoryDescendents2Url = config.GetString("Cap_FetchInventoryDescendents2", string.Empty);
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m_webFetchInventoryDescendentsUrl = config.GetString("Cap_WebFetchInventoryDescendents", string.Empty);
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// m_webFetchInventoryDescendentsUrl = config.GetString("Cap_WebFetchInventoryDescendents", string.Empty);
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// if (m_fetchInventoryDescendents2Url != string.Empty || m_webFetchInventoryDescendentsUrl != string.Empty)
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if (m_fetchInventoryDescendents2Url != string.Empty || m_webFetchInventoryDescendentsUrl != string.Empty)
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{
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m_Enabled = true;
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@@ -3864,6 +3864,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
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{
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/*
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if (entity.UUID == m_agentId && !updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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{
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ImprovedTerseObjectUpdatePacket packet
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@@ -3874,27 +3875,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];
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packet.ObjectData[0] = CreateImprovedTerseBlock(entity, false);
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OutPacket(packet, ThrottleOutPacketType.Unknown, true);
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return;
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}
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else if (entity is SceneObjectPart)
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*/
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if (entity is SceneObjectPart)
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{
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SceneObjectPart e = (SceneObjectPart)entity;
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SceneObjectGroup g = e.ParentGroup;
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if (g.HasPrivateAttachmentPoint && g.OwnerID != AgentId)
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return; // Don't send updates for other people's HUDs
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return; // Don't send updates for other people's HUDs
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}
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else
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{
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//double priority = m_prioritizer.GetUpdatePriority(this, entity);
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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//double priority = m_prioritizer.GetUpdatePriority(this, entity);
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uint priority = m_prioritizer.GetUpdatePriority(this, entity);
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
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}
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lock (m_entityUpdates.SyncRoot)
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m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
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}
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/// <summary>
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/// Requeue an EntityUpdate when it was not acknowledged by the client.
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/// We will update the priority and put it in the correct queue, merging update flags
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