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Merge branch 'master' into careminster-presence-refactor
Conflicts: OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs OpenSim/Server/Handlers/Simulation/AgentHandlers.cs OpenSim/Services/Connectors/SimianGrid/SimianGridMaptileModule.cs OpenSim/Services/GridService/HypergridLinker.cs
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@@ -122,6 +122,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int PacketsReceived;
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/// <summary>Number of packets sent to this client</summary>
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public int PacketsSent;
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/// <summary>Number of packets resent to this client</summary>
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public int PacketsResent;
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/// <summary>Total byte count of unacked packets sent to this client</summary>
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public int UnackedBytes;
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@@ -257,9 +259,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public string GetStats()
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{
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return string.Format(
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"{0,7} {1,7} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}",
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"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
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PacketsReceived,
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PacketsSent,
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PacketsReceived,
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PacketsResent,
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UnackedBytes,
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m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
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m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
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@@ -449,13 +452,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// an outgoing packet from each, obeying the throttling bucket limits
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/// </summary>
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///
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/// <remarks>
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/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
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/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
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/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
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/// wind queue).
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///
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/// <remarks>This function is only called from a synchronous loop in the
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/// UDPServer so we don't need to bother making this thread safe</remarks>
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/// This function is only called from a synchronous loop in the
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/// UDPServer so we don't need to bother making this thread safe
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/// </remarks>
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///
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/// <returns>True if any packets were sent, otherwise false</returns>
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public bool DequeueOutgoing()
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{
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@@ -486,7 +492,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_udpServer.SendPacketFinal(nextPacket);
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m_nextPackets[i] = null;
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packetSent = true;
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this.PacketsSent++;
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}
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}
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else
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@@ -503,7 +508,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Send the packet
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m_udpServer.SendPacketFinal(packet);
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packetSent = true;
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this.PacketsSent++;
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}
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else
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{
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@@ -506,7 +506,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Bump up the resend count on this packet
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Interlocked.Increment(ref outgoingPacket.ResendCount);
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//Interlocked.Increment(ref Stats.ResentPackets);
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// Requeue or resend the packet
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if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false))
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@@ -582,6 +581,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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udpClient.NeedAcks.Add(outgoingPacket);
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}
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}
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else
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{
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Interlocked.Increment(ref udpClient.PacketsResent);
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}
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#endregion Sequence Number Assignment
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