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clean sendKill a bit, remove a IsChild that is set too early in a calling
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@@ -1677,28 +1677,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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kill.Header.Reliable = true;
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kill.Header.Zerocoded = true;
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if (localIDs.Count == 1 && m_scene.GetScenePresence(localIDs[0]) != null)
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{
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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else
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{
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// We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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// ProcessEntityUpdates() also takes the m_killRecord lock.
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// lock (m_killRecord)
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// {
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// foreach (uint localID in localIDs)
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// m_killRecord.Add(localID);
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// The throttle queue used here must match that being used for updates. Otherwise, there is a
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// chance that a kill packet put on a separate queue will be sent to the client before an existing
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// update packet on another queue. Receiving updates after kills results in unowned and undeletable
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// scene objects in a viewer until that viewer is relogged in.
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OutPacket(kill, ThrottleOutPacketType.Task);
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// }
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}
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}
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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/// <summary>
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/// Send information about the items contained in a folder to the client.
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