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Committing a small fix for EventData along with more plumbing work
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@@ -118,13 +118,17 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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|| dialog == (byte) InstantMessageDialog.InventoryOffered
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|| dialog == (byte) InstantMessageDialog.InventoryAccepted
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|| dialog == (byte) InstantMessageDialog.InventoryDeclined
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|| dialog == (byte) InstantMessageDialog.GroupNoticeInventoryAccepted
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|| dialog == (byte) InstantMessageDialog.GroupNoticeInventoryDeclined
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|| dialog == (byte) InstantMessageDialog.GroupInvitationAccept
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|| dialog == (byte) InstantMessageDialog.GroupInvitationDecline
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|| dialog == (byte) InstantMessageDialog.GroupNotice);
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// IM dialogs need to be pre-processed and have their sessionID filled by the server
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// so the sim can match the transaction on the return packet.
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// Don't send a Friend Dialog IM with a UUID.Zero session.
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if (!(dialogHandledElsewhere && imSessionID == UUID.Zero))
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if (!dialogHandledElsewhere)
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{
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// Try root avatar only first
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foreach (Scene scene in m_scenes)
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@@ -137,7 +141,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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{
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user.ControllingClient.SendInstantMessage(fromAgentID, fromAgentSession, message,
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toAgentID, imSessionID, fromAgentName, dialog,
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timestamp);
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timestamp, fromGroup, binaryBucket);
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// Message sent
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return;
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}
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@@ -154,7 +158,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
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user.ControllingClient.SendInstantMessage(fromAgentID, fromAgentSession, message,
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toAgentID, imSessionID, fromAgentName, dialog,
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timestamp);
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timestamp, fromGroup, binaryBucket);
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// Message sent
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return;
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}
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