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* As yet incomplete fix for mantis #766 - terse updates broken
* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally * More work to do here
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@@ -479,8 +479,12 @@ namespace OpenSim.Region.Environment.Scenes
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//
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// If we don't do this, various events (such as linking and delinking in the same
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// second), will stop working properly!
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if (update.LastFullUpdateTime <= part.TimeStampFull)
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampFull);
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//need to do a full update
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part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
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@@ -494,6 +498,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
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// part.Name, part.UUID, part.TimeStampTerse);
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part.SendTerseUpdate(ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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