* 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
This commit is contained in:
John Hurliman
2009-10-18 20:24:20 -07:00
parent 1dbbf6edb6
commit 233e16b99c
8 changed files with 538 additions and 846 deletions

File diff suppressed because it is too large Load Diff

View File

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