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* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
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@@ -999,16 +999,16 @@ namespace OpenSim.Client.MXP.ClientStack
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public void SendAvatarData(SendAvatarData data)
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{
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//ScenePresence presence=((Scene)this.Scene).GetScenePresence(avatarID);
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UUID ownerID = data.avatarID;
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MXPSendAvatarData(data.firstName + " " + data.lastName, ownerID, UUID.Zero, data.avatarID, data.avatarLocalID, data.Pos, data.rotation);
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UUID ownerID = data.AvatarID;
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MXPSendAvatarData(data.FirstName + " " + data.LastName, ownerID, UUID.Zero, data.AvatarID, data.AvatarLocalID, data.Position, data.Rotation);
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}
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public void SendAvatarTerseUpdate(SendAvatarTerseData data)
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{
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MovementEventMessage me = new MovementEventMessage();
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me.ObjectIndex = data.localID;
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me.Location = ToOmVector(data.position);
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me.Orientation = ToOmQuaternion(data.rotation);
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me.ObjectIndex = data.LocalID;
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me.Location = ToOmVector(data.Position);
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me.Orientation = ToOmQuaternion(data.Rotation);
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Session.Send(me);
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}
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@@ -1030,15 +1030,17 @@ namespace OpenSim.Client.MXP.ClientStack
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public void SendPrimitiveToClient(SendPrimitiveData data)
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{
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MXPSendPrimitive(data.localID, data.ownerID, data.acc, data.rvel, data.primShape, data.pos, data.objectID, data.vel, data.rotation, data.flags, data.text, data.color, data.parentID, data.particleSystem, data.clickAction, data.material, data.textureanim);
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MXPSendPrimitive(data.localID, data.ownerID, data.acc, data.rvel, data.primShape, data.pos, data.objectID, data.vel,
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data.rotation, (uint)data.flags, data.text, data.color, data.parentID, data.particleSystem, data.clickAction,
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data.material, data.textureanim);
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}
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public void SendPrimTerseUpdate(SendPrimitiveTerseData data)
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{
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MovementEventMessage me = new MovementEventMessage();
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me.ObjectIndex = data.localID;
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me.Location = ToOmVector(data.position);
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me.Orientation = ToOmQuaternion(data.rotation);
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me.ObjectIndex = data.LocalID;
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me.Location = ToOmVector(data.Position);
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me.Orientation = ToOmQuaternion(data.Rotation);
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Session.Send(me);
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}
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