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Merge branch 'master' into careminster
Conflicts: .gitignore OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs prebuild.xml runprebuild.bat
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@@ -1456,6 +1456,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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mapReply.AgentData.AgentID = AgentId;
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mapReply.Data = new MapBlockReplyPacket.DataBlock[mapBlocks2.Length];
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mapReply.Size = new MapBlockReplyPacket.SizeBlock[mapBlocks2.Length];
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mapReply.AgentData.Flags = flag;
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for (int i = 0; i < mapBlocks2.Length; i++)
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@@ -1470,6 +1471,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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mapReply.Data[i].RegionFlags = mapBlocks2[i].RegionFlags;
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mapReply.Data[i].Access = mapBlocks2[i].Access;
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mapReply.Data[i].Agents = mapBlocks2[i].Agents;
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// TODO: hookup varregion sim size here
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mapReply.Size[i] = new MapBlockReplyPacket.SizeBlock();
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mapReply.Size[i].SizeX = 256;
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mapReply.Size[i].SizeY = 256;
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}
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OutPacket(mapReply, ThrottleOutPacketType.Land);
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}
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@@ -132,6 +132,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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stat => stat.Value = m_udpServer.IncomingOrphanedPacketCount,
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StatVerbosity.Info));
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StatsManager.RegisterStat(
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new Stat(
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"IncomingPacketsResentCount",
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"Number of inbound packets that clients indicate are resends.",
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"",
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"",
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"clientstack",
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scene.Name,
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StatType.Pull,
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MeasuresOfInterest.AverageChangeOverTime,
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stat => stat.Value = m_udpServer.IncomingPacketsResentCount,
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StatVerbosity.Debug));
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StatsManager.RegisterStat(
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new Stat(
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"OutgoingUDPSendsCount",
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@@ -321,6 +334,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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internal int PacketsSentCount { get; set; }
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/// <summary>
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/// Record how many incoming packets are indicated as resends by clients.
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/// </summary>
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internal int IncomingPacketsResentCount { get; set; }
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/// <summary>
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/// Record how many inbound packets could not be recognized as LLUDP packets.
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/// </summary>
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@@ -1506,6 +1524,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Incoming Packet Accounting
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// We're not going to worry about interlock yet since its not currently critical that this total count
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// is 100% correct
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if (packet.Header.Resent)
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IncomingPacketsResentCount++;
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// Check the archive of received reliable packet IDs to see whether we already received this packet
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if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
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{
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