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minor cleanup
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@@ -279,11 +279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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//protected OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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protected BlockingCollection<IncomingPacket> packetInbox = new BlockingCollection<IncomingPacket>();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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@@ -374,12 +369,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public int IncomingOrphanedPacketCount { get; protected set; }
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/// <summary>
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/// Queue some low priority but potentially high volume async requests so that they don't overwhelm available
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/// threadpool threads.
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/// </summary>
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// public JobEngine IpahEngine { get; protected set; }
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/// <summary>
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/// Run queue empty processing within a single persistent thread.
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/// </summary>
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@@ -557,12 +546,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Scene = (Scene)scene;
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m_location = new Location(Scene.RegionInfo.RegionHandle);
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/*
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IpahEngine
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= new JobEngine(
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string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
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"INCOMING PACKET ASYNC HANDLING ENGINE");
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*/
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OqrEngine = new JobEngine(
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string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
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"OUTGOING QUEUE REFILL ENGINE");
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@@ -844,13 +828,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
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bool doCopy = true;
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// Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
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// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
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// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
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// to accomodate for both common scenarios and provide ample room for ACK appending in both
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//int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
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//UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
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UDPPacketBuffer buffer = GetNewUDPBuffer(udpClient.RemoteEndPoint);
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// Zerocode if needed
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