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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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@@ -3791,15 +3791,15 @@ if (m_shape != null) {
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if (ParentGroup.RootPart == this)
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lPos = AbsolutePosition;
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}
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// Causes this thread to dig into the Client Thread Data.
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// Remember your locking here!
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remoteClient.SendPrimTerseUpdate(new SendPrimitiveTerseData(m_regionHandle,
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(ushort)(m_parentGroup.GetTimeDilation() *
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(float)ushort.MaxValue), LocalId, lPos,
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RotationOffset, Velocity,
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RotationOffset, Velocity, Acceleration,
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RotationalVelocity, state, FromItemID,
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OwnerID, (int)AttachmentPoint, ParentGroup.GetUpdatePriority(remoteClient)));
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OwnerID, (int)AttachmentPoint, null, ParentGroup.GetUpdatePriority(remoteClient)));
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}
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public void AddScriptLPS(int count)
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