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* Made EstateSetting static since there's only one instance, and we only need to create it once
* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
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@@ -169,32 +169,32 @@ namespace OpenSim.Region.ClientStack
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Encoding _enc = Encoding.ASCII;
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RegionHandshakePacket handshake = new RegionHandshakePacket();
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handshake.RegionInfo.BillableFactor = regionInfo.estateSettings.billableFactor;
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handshake.RegionInfo.BillableFactor = regionInfo.EstateSettings.billableFactor;
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handshake.RegionInfo.IsEstateManager = false;
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handshake.RegionInfo.TerrainHeightRange00 = regionInfo.estateSettings.terrainHeightRange0;
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handshake.RegionInfo.TerrainHeightRange01 = regionInfo.estateSettings.terrainHeightRange1;
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handshake.RegionInfo.TerrainHeightRange10 = regionInfo.estateSettings.terrainHeightRange2;
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handshake.RegionInfo.TerrainHeightRange11 = regionInfo.estateSettings.terrainHeightRange3;
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handshake.RegionInfo.TerrainStartHeight00 = regionInfo.estateSettings.terrainStartHeight0;
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handshake.RegionInfo.TerrainStartHeight01 = regionInfo.estateSettings.terrainStartHeight1;
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handshake.RegionInfo.TerrainStartHeight10 = regionInfo.estateSettings.terrainStartHeight2;
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handshake.RegionInfo.TerrainStartHeight11 = regionInfo.estateSettings.terrainStartHeight3;
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handshake.RegionInfo.SimAccess = (byte)regionInfo.estateSettings.simAccess;
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handshake.RegionInfo.WaterHeight = regionInfo.estateSettings.waterHeight;
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handshake.RegionInfo.TerrainHeightRange00 = regionInfo.EstateSettings.terrainHeightRange0;
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handshake.RegionInfo.TerrainHeightRange01 = regionInfo.EstateSettings.terrainHeightRange1;
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handshake.RegionInfo.TerrainHeightRange10 = regionInfo.EstateSettings.terrainHeightRange2;
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handshake.RegionInfo.TerrainHeightRange11 = regionInfo.EstateSettings.terrainHeightRange3;
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handshake.RegionInfo.TerrainStartHeight00 = regionInfo.EstateSettings.terrainStartHeight0;
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handshake.RegionInfo.TerrainStartHeight01 = regionInfo.EstateSettings.terrainStartHeight1;
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handshake.RegionInfo.TerrainStartHeight10 = regionInfo.EstateSettings.terrainStartHeight2;
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handshake.RegionInfo.TerrainStartHeight11 = regionInfo.EstateSettings.terrainStartHeight3;
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handshake.RegionInfo.SimAccess = (byte)regionInfo.EstateSettings.simAccess;
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handshake.RegionInfo.WaterHeight = regionInfo.EstateSettings.waterHeight;
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handshake.RegionInfo.RegionFlags = (uint)regionInfo.estateSettings.regionFlags;
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handshake.RegionInfo.RegionFlags = (uint)regionInfo.EstateSettings.regionFlags;
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handshake.RegionInfo.SimName = _enc.GetBytes(regionInfo.RegionName + "\0");
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handshake.RegionInfo.SimOwner = regionInfo.MasterAvatarAssignedUUID;
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handshake.RegionInfo.TerrainBase0 = regionInfo.estateSettings.terrainBase0;
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handshake.RegionInfo.TerrainBase1 = regionInfo.estateSettings.terrainBase1;
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handshake.RegionInfo.TerrainBase2 = regionInfo.estateSettings.terrainBase2;
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handshake.RegionInfo.TerrainBase3 = regionInfo.estateSettings.terrainBase3;
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handshake.RegionInfo.TerrainDetail0 = regionInfo.estateSettings.terrainDetail0;
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handshake.RegionInfo.TerrainDetail1 = regionInfo.estateSettings.terrainDetail1;
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handshake.RegionInfo.TerrainDetail2 = regionInfo.estateSettings.terrainDetail2;
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handshake.RegionInfo.TerrainDetail3 = regionInfo.estateSettings.terrainDetail3;
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handshake.RegionInfo.TerrainBase0 = regionInfo.EstateSettings.terrainBase0;
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handshake.RegionInfo.TerrainBase1 = regionInfo.EstateSettings.terrainBase1;
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handshake.RegionInfo.TerrainBase2 = regionInfo.EstateSettings.terrainBase2;
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handshake.RegionInfo.TerrainBase3 = regionInfo.EstateSettings.terrainBase3;
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handshake.RegionInfo.TerrainDetail0 = regionInfo.EstateSettings.terrainDetail0;
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handshake.RegionInfo.TerrainDetail1 = regionInfo.EstateSettings.terrainDetail1;
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handshake.RegionInfo.TerrainDetail2 = regionInfo.EstateSettings.terrainDetail2;
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handshake.RegionInfo.TerrainDetail3 = regionInfo.EstateSettings.terrainDetail3;
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handshake.RegionInfo.CacheID = LLUUID.Random(); //I guess this is for the client to remember an old setting?
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this.OutPacket(handshake);
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