mirror of
https://github.com/opensim/opensim.git
synced 2026-08-05 00:46:02 +08:00
* Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
This commit is contained in:
@@ -51,6 +51,44 @@ using Nini.Config;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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#region Enums
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/// <summary>
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/// Specifies the fields that have been changed when sending a prim or
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/// avatar update
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/// </summary>
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[Flags]
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public enum PrimUpdateFlags : uint
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{
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None = 0,
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AttachmentPoint = 1 << 0,
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Material = 1 << 1,
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ClickAction = 1 << 2,
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Scale = 1 << 3,
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ParentID = 1 << 4,
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PrimFlags = 1 << 5,
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PrimData = 1 << 6,
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MediaURL = 1 << 7,
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ScratchPad = 1 << 8,
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Textures = 1 << 9,
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TextureAnim = 1 << 10,
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NameValue = 1 << 11,
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Position = 1 << 12,
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Rotation = 1 << 13,
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Velocity = 1 << 14,
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Acceleration = 1 << 15,
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AngularVelocity = 1 << 16,
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CollisionPlane = 1 << 17,
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Text = 1 << 18,
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Particles = 1 << 19,
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ExtraData = 1 << 20,
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Sound = 1 << 21,
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Joint = 1 << 22,
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FullUpdate = UInt32.MaxValue
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}
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#endregion Enums
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public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
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/// <summary>
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@@ -3159,6 +3197,195 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion
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#region Prim/Avatar Updates
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/*void SendObjectUpdate(SceneObjectPart obj, PrimFlags creatorFlags, PrimUpdateFlags updateFlags)
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{
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bool canUseCompressed, canUseImproved;
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UpdateFlagsToPacketType(creatorFlags, updateFlags, out canUseCompressed, out canUseImproved);
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if (!canUseImproved && !canUseCompressed)
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SendFullObjectUpdate(obj, creatorFlags, updateFlags);
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else if (!canUseImproved)
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SendObjectUpdateCompressed(obj, creatorFlags, updateFlags);
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else
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SendImprovedTerseObjectUpdate(obj, creatorFlags, updateFlags);
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}
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void SendFullObjectUpdate(SceneObjectPart obj, PrimFlags creatorFlags, PrimUpdateFlags updateFlags)
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{
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IClientAPI owner;
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if (m_scene.ClientManager.TryGetValue(obj.OwnerID, out owner) && owner is LLClientView)
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{
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LLClientView llOwner = (LLClientView)owner;
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// Send an update out to the owner
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ObjectUpdatePacket updateToOwner = new ObjectUpdatePacket();
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updateToOwner.RegionData.RegionHandle = obj.RegionHandle;
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//updateToOwner.RegionData.TimeDilation = (ushort)(timeDilation * (float)UInt16.MaxValue);
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updateToOwner.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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updateToOwner.ObjectData[0] = BuildUpdateBlock(obj, obj.Flags | creatorFlags | PrimFlags.ObjectYouOwner, 0);
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m_udpServer.SendPacket(llOwner.UDPClient, updateToOwner, ThrottleOutPacketType.State, true);
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}
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// Send an update out to everyone else
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ObjectUpdatePacket updateToOthers = new ObjectUpdatePacket();
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updateToOthers.RegionData.RegionHandle = obj.RegionHandle;
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//updateToOthers.RegionData.TimeDilation = (ushort)(timeDilation * (float)UInt16.MaxValue);
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updateToOthers.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
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updateToOthers.ObjectData[0] = BuildUpdateBlock(obj, obj.Flags, 0);
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m_scene.ClientManager.ForEach(
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delegate(IClientAPI client)
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{
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if (client.AgentId != obj.OwnerID && client is LLClientView)
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{
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LLClientView llClient = (LLClientView)client;
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m_udpServer.SendPacket(llClient.UDPClient, updateToOthers, ThrottleOutPacketType.State, true);
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}
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}
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);
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}
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void SendObjectUpdateCompressed(SceneObjectPart obj, PrimFlags creatorFlags, PrimUpdateFlags updateFlags)
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{
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}
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void SendImprovedTerseObjectUpdate(SceneObjectPart obj, PrimFlags creatorFlags, PrimUpdateFlags updateFlags)
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{
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}
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void UpdateFlagsToPacketType(PrimFlags creatorFlags, PrimUpdateFlags updateFlags, out bool canUseCompressed, out bool canUseImproved)
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{
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canUseCompressed = true;
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canUseImproved = true;
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if ((updateFlags & PrimUpdateFlags.FullUpdate) == PrimUpdateFlags.FullUpdate || creatorFlags != PrimFlags.None)
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{
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canUseCompressed = false;
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canUseImproved = false;
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}
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else
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{
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if ((updateFlags & PrimUpdateFlags.Velocity) != 0 ||
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(updateFlags & PrimUpdateFlags.Acceleration) != 0 ||
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(updateFlags & PrimUpdateFlags.CollisionPlane) != 0 ||
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(updateFlags & PrimUpdateFlags.Joint) != 0)
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{
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canUseCompressed = false;
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}
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if ((updateFlags & PrimUpdateFlags.PrimFlags) != 0 ||
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(updateFlags & PrimUpdateFlags.ParentID) != 0 ||
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(updateFlags & PrimUpdateFlags.Scale) != 0 ||
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(updateFlags & PrimUpdateFlags.PrimData) != 0 ||
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(updateFlags & PrimUpdateFlags.Text) != 0 ||
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(updateFlags & PrimUpdateFlags.NameValue) != 0 ||
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(updateFlags & PrimUpdateFlags.ExtraData) != 0 ||
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(updateFlags & PrimUpdateFlags.TextureAnim) != 0 ||
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(updateFlags & PrimUpdateFlags.Sound) != 0 ||
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(updateFlags & PrimUpdateFlags.Particles) != 0 ||
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(updateFlags & PrimUpdateFlags.Material) != 0 ||
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(updateFlags & PrimUpdateFlags.ClickAction) != 0 ||
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(updateFlags & PrimUpdateFlags.MediaURL) != 0 ||
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(updateFlags & PrimUpdateFlags.Joint) != 0)
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{
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canUseImproved = false;
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}
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}
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}
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static ObjectUpdatePacket.ObjectDataBlock BuildUpdateBlockFromPrim(SceneObjectPart prim, UUID assetID, PrimFlags flags, uint crc)
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{
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byte[] objectData = new byte[60];
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prim.OffsetPosition.ToBytes(objectData, 0);
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prim.Velocity.ToBytes(objectData, 12);
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prim.Acceleration.ToBytes(objectData, 24);
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prim.RotationOffset.ToBytes(objectData, 36);
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prim.AngularVelocity.ToBytes(objectData, 48);
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ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
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update.ClickAction = (byte)prim.ClickAction;
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update.CRC = crc;
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update.ExtraParams = prim.Shape.ExtraParams ?? Utils.EmptyBytes;
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update.Flags = (byte)flags;
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update.FullID = prim.UUID;
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update.ID = prim.LocalId;
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//update.JointAxisOrAnchor = Vector3.Zero; // These are deprecated
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//update.JointPivot = Vector3.Zero;
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//update.JointType = 0;
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update.Material = prim.Material;
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update.MediaURL = Utils.EmptyBytes; // FIXME: Support this in OpenSim
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if (prim.IsAttachment)
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update.NameValue = Util.StringToBytes256("AttachItemID STRING RW SV " + assetID);
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else
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update.NameValue = Utils.EmptyBytes;
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update.ObjectData = objectData;
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update.ParentID = prim.ParentID;
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update.PathBegin = prim.Shape.PathBegin;
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update.PathCurve = prim.Shape.PathCurve;
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update.PathEnd = prim.Shape.PathEnd;
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update.PathRadiusOffset = prim.Shape.PathRadiusOffset;
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update.PathRevolutions = prim.Shape.PathRevolutions;
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update.PathScaleX = prim.Shape.PathScaleX;
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update.PathScaleY = prim.Shape.PathScaleY;
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update.PathShearX = prim.Shape.PathShearX;
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update.PathShearY = prim.Shape.PathShearY;
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update.PathSkew = prim.Shape.PathSkew;
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update.PathTaperX = prim.Shape.PathTaperX;
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update.PathTaperY = prim.Shape.PathTaperY;
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update.PathTwist = prim.Shape.PathTwist;
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update.PathTwistBegin = prim.Shape.PathTwistBegin;
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update.PCode = prim.Shape.PCode;
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update.ProfileBegin = prim.Shape.ProfileBegin;
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update.ProfileCurve = prim.Shape.ProfileCurve;
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update.ProfileEnd = prim.Shape.ProfileEnd;
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update.ProfileHollow = prim.Shape.ProfileHollow;
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update.PSBlock = prim.ParticleSystem ?? Utils.EmptyBytes;
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update.TextColor = new Color4(prim.Color).GetBytes(true);
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update.TextureAnim = prim.TextureAnimation ?? Utils.EmptyBytes;
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update.TextureEntry = prim.Shape.TextureEntry ?? Utils.EmptyBytes;
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update.Scale = prim.Scale;
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update.State = prim.Shape.State;
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update.Text = Util.StringToBytes256(prim.Text);
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update.UpdateFlags = (uint)flags;
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if (prim.Sound != UUID.Zero)
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{
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update.Sound = prim.Sound;
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update.OwnerID = prim.OwnerID;
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update.Gain = (float)prim.SoundGain;
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update.Radius = (float)prim.SoundRadius;
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}
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switch ((PCode)prim.Shape.PCode)
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{
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case PCode.Grass:
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case PCode.Tree:
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case PCode.NewTree:
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update.Data = new byte[] { prim.Shape.State };
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break;
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default:
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// TODO: Support ScratchPad
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//if (prim.ScratchPad != null)
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//{
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// update.Data = new byte[prim.ScratchPad.Length];
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// Buffer.BlockCopy(prim.ScratchPad, 0, update.Data, 0, update.Data.Length);
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//}
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//else
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//{
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// update.Data = Utils.EmptyBytes;
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//}
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update.Data = Utils.EmptyBytes;
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break;
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}
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return update;
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}*/
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#endregion Prim/Avatar Updates
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#region Avatar Packet/data sending Methods
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/// <summary>
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@@ -3365,7 +3592,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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if (primShape.PCode == 9 && primShape.State != 0 && parentID == 0)
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return;
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if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
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rotation = Quaternion.Identity;
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