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https://github.com/opensim/opensim.git
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* 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)
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@@ -224,11 +224,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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foreach (Scene s in m_scenes)
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{
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s.ForEachScenePresence(delegate(ScenePresence presence)
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{
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TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName,
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c.Type, message, sourceType);
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});
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s.ForEachScenePresence(
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delegate(ScenePresence presence)
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{
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TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType);
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}
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);
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}
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}
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@@ -756,7 +756,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public void sendRegionHandshakeToAll()
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{
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m_scene.Broadcast(sendRegionHandshake);
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m_scene.ForEachClient(sendRegionHandshake);
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}
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public void handleEstateChangeInfo(IClientAPI remoteClient, UUID invoice, UUID senderID, UInt32 parms1, UInt32 parms2)
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@@ -1061,7 +1061,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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land.LandData.OwnerID = ownerID;
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m_scene.Broadcast(SendParcelOverlay);
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m_scene.ForEachClient(SendParcelOverlay);
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land.SendLandUpdateToClient(remote_client);
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}
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}
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@@ -1083,7 +1083,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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land.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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else
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land.LandData.OwnerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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m_scene.Broadcast(SendParcelOverlay);
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m_scene.ForEachClient(SendParcelOverlay);
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land.SendLandUpdateToClient(remote_client);
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}
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}
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@@ -1107,7 +1107,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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land.LandData.OwnerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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land.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
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land.LandData.IsGroupOwned = false;
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m_scene.Broadcast(SendParcelOverlay);
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m_scene.ForEachClient(SendParcelOverlay);
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land.SendLandUpdateToClient(remote_client);
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}
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}
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