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Rolling back the recent libomv update but keeping the ExpiringCache cleanups (as much as is possible). There was a report of non-finite avatar positions after the update
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@@ -3529,9 +3529,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void ProcessEntityUpdates(int maxUpdates)
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{
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OpenMetaverse.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenMetaverse.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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OpenMetaverse.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenMetaverse.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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OpenMetaverse.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenMetaverse.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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int updatesThisCall = 0;
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@@ -140,13 +140,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// Process all the pending adds
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OutgoingPacket pendingAdd;
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while (m_pendingAdds.TryDequeue(out pendingAdd))
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while (m_pendingAdds.Dequeue(out pendingAdd))
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m_packets[pendingAdd.SequenceNumber] = pendingAdd;
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// Process all the pending removes, including updating statistics and round-trip times
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PendingAck pendingRemove;
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OutgoingPacket ackedPacket;
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while (m_pendingRemoves.TryDequeue(out pendingRemove))
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while (m_pendingRemoves.Dequeue(out pendingRemove))
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{
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if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket))
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{
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