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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready."
This reverts commit 91b1d17e5bd3ff6ed006744bc529b53a67af1a64.
Conflicts:
OpenSim/Client/Sirikata/ClientStack/SirikataClientView.cs
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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halting visual behavior of large group deletes and eliminates the packet flood
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Integrate the next large patch.
Don't use this version, it has a ghost avatar issue. Next push
will fix it.
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion.
This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart).
However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion.
Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path.
Uncommented TestDelinkPersistence() since this now passes.
Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
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