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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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@@ -733,10 +733,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// on to en-US to avoid number parsing issues
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Culture.SetCurrentCulture();
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IncomingPacket incomingPacket = null;
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while (base.IsRunning)
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{
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IncomingPacket incomingPacket = null;
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try
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{
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if (packetInbox.Dequeue(100, ref incomingPacket))
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