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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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@@ -1107,23 +1107,6 @@ namespace OpenSim.Region.Framework.Scenes
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return UUID.Zero;
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}
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protected internal void ForEachClient(Action<IClientAPI> action)
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{
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List<ScenePresence> splist = GetScenePresences();
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foreach (ScenePresence presence in splist)
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{
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try
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{
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action(presence.ControllingClient);
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}
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catch (Exception e)
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{
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// Catch it and move on. This includes situations where splist has inconsistent info
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m_log.WarnFormat("[SCENE]: Problem processing action in ForEachClient: ", e.Message);
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}
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}
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}
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protected internal void ForEachSOG(Action<SceneObjectGroup> action)
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{
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List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values);
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