mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 17:32:42 +08:00
merged ClientView into a non partial class. Will
make it easier to start breaking this up into more discreet functional classes
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -1,257 +0,0 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSim Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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namespace OpenSim.Region.ClientStack
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{
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public partial class ClientView
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{
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protected virtual void RegisterLocalPacketHandlers()
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{
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AddLocalPacketHandler(PacketType.LogoutRequest, Logout);
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AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect);
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AddLocalPacketHandler(PacketType.AgentCachedTexture, AgentTextureCached);
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AddLocalPacketHandler(PacketType.MultipleObjectUpdate, MultipleObjUpdate);
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}
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private bool HandleViewerEffect(IClientAPI sender, Packet Pack)
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{
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ViewerEffectPacket viewer = (ViewerEffectPacket) Pack;
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if (OnViewerEffect != null)
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{
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OnViewerEffect(sender, viewer.Effect);
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}
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return true;
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}
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protected virtual bool Logout(IClientAPI client, Packet packet)
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{
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MainLog.Instance.Verbose("CLIENT", "Got a logout request");
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if (OnLogout != null)
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{
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OnLogout(client);
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}
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return true;
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}
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protected bool AgentTextureCached(IClientAPI simclient, Packet packet)
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{
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//System.Console.WriteLine("texture cached: " + packet.ToString());
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AgentCachedTexturePacket chechedtex = (AgentCachedTexturePacket) packet;
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AgentCachedTextureResponsePacket cachedresp = new AgentCachedTextureResponsePacket();
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cachedresp.AgentData.AgentID = AgentId;
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cachedresp.AgentData.SessionID = m_sessionId;
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cachedresp.AgentData.SerialNum = cachedtextureserial;
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cachedtextureserial++;
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cachedresp.WearableData =
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new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length];
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for (int i = 0; i < chechedtex.WearableData.Length; i++)
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{
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i].TextureIndex = chechedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].TextureID = LLUUID.Zero;
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cachedresp.WearableData[i].HostName = new byte[0];
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}
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OutPacket(cachedresp, ThrottleOutPacketType.Texture);
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return true;
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}
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protected bool MultipleObjUpdate(IClientAPI simClient, Packet packet)
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{
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MultipleObjectUpdatePacket multipleupdate = (MultipleObjectUpdatePacket) packet;
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// System.Console.WriteLine("new multi update packet " + multipleupdate.ToString());
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for (int i = 0; i < multipleupdate.ObjectData.Length; i++)
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{
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#region position
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if (multipleupdate.ObjectData[i].Type == 9) //change position
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{
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if (OnUpdatePrimGroupPosition != null)
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{
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LLVector3 pos = new LLVector3(multipleupdate.ObjectData[i].Data, 0);
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OnUpdatePrimGroupPosition(multipleupdate.ObjectData[i].ObjectLocalID, pos, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 1) //single item of group change position
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{
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if (OnUpdatePrimSinglePosition != null)
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{
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LLVector3 pos = new LLVector3(multipleupdate.ObjectData[i].Data, 0);
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// System.Console.WriteLine("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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OnUpdatePrimSinglePosition(multipleupdate.ObjectData[i].ObjectLocalID, pos, this);
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}
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}
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#endregion position
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#region rotation
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else if (multipleupdate.ObjectData[i].Type == 2) // single item of group rotation from tab
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{
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if (OnUpdatePrimSingleRotation != null)
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{
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LLQuaternion rot = new LLQuaternion(multipleupdate.ObjectData[i].Data, 0, true);
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//System.Console.WriteLine("new tab rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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OnUpdatePrimSingleRotation(multipleupdate.ObjectData[i].ObjectLocalID, rot, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 3) // single item of group rotation from mouse
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{
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if (OnUpdatePrimSingleRotation != null)
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{
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LLQuaternion rot = new LLQuaternion(multipleupdate.ObjectData[i].Data, 12, true);
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//System.Console.WriteLine("new mouse rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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OnUpdatePrimSingleRotation(multipleupdate.ObjectData[i].ObjectLocalID, rot, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 10) //group rotation from object tab
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{
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if (OnUpdatePrimGroupRotation != null)
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{
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LLQuaternion rot = new LLQuaternion(multipleupdate.ObjectData[i].Data, 0, true);
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// Console.WriteLine("new rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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OnUpdatePrimGroupRotation(multipleupdate.ObjectData[i].ObjectLocalID, rot, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 11) //group rotation from mouse
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{
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if (OnUpdatePrimGroupMouseRotation != null)
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{
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LLVector3 pos = new LLVector3(multipleupdate.ObjectData[i].Data, 0);
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LLQuaternion rot = new LLQuaternion(multipleupdate.ObjectData[i].Data, 12, true);
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//Console.WriteLine("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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// Console.WriteLine("new rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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OnUpdatePrimGroupMouseRotation(multipleupdate.ObjectData[i].ObjectLocalID, pos, rot, this);
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}
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}
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#endregion
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#region scale
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else if (multipleupdate.ObjectData[i].Type == 13) //group scale from object tab
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{
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if (OnUpdatePrimScale != null)
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{
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LLVector3 scale = new LLVector3(multipleupdate.ObjectData[i].Data, 12);
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//Console.WriteLine("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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OnUpdatePrimScale(multipleupdate.ObjectData[i].ObjectLocalID, scale, this);
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// Change the position based on scale (for bug number 246)
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LLVector3 pos = new LLVector3(multipleupdate.ObjectData[i].Data, 0);
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// System.Console.WriteLine("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
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OnUpdatePrimSinglePosition(multipleupdate.ObjectData[i].ObjectLocalID, pos, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 29) //group scale from mouse
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{
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if (OnUpdatePrimScale != null)
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{
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LLVector3 scale = new LLVector3(multipleupdate.ObjectData[i].Data, 12);
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// Console.WriteLine("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z );
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OnUpdatePrimScale(multipleupdate.ObjectData[i].ObjectLocalID, scale, this);
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LLVector3 pos = new LLVector3(multipleupdate.ObjectData[i].Data, 0);
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OnUpdatePrimSinglePosition(multipleupdate.ObjectData[i].ObjectLocalID, pos, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 5) //single prim scale from object tab
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{
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if (OnUpdatePrimScale != null)
|
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{
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LLVector3 scale = new LLVector3(multipleupdate.ObjectData[i].Data, 12);
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// Console.WriteLine("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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OnUpdatePrimScale(multipleupdate.ObjectData[i].ObjectLocalID, scale, this);
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}
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}
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else if (multipleupdate.ObjectData[i].Type == 21) //single prim scale from mouse
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||||
{
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if (OnUpdatePrimScale != null)
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{
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LLVector3 scale = new LLVector3(multipleupdate.ObjectData[i].Data, 12);
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// Console.WriteLine("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
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OnUpdatePrimScale(multipleupdate.ObjectData[i].ObjectLocalID, scale, this);
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}
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}
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#endregion
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}
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return true;
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}
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public void RequestMapLayer()
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{
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//should be getting the map layer from the grid server
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//send a layer covering the 800,800 - 1200,1200 area (should be covering the requested area)
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MapLayerReplyPacket mapReply = new MapLayerReplyPacket();
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mapReply.AgentData.AgentID = AgentId;
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mapReply.AgentData.Flags = 0;
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mapReply.LayerData = new MapLayerReplyPacket.LayerDataBlock[1];
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mapReply.LayerData[0] = new MapLayerReplyPacket.LayerDataBlock();
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mapReply.LayerData[0].Bottom = 0;
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mapReply.LayerData[0].Left = 0;
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mapReply.LayerData[0].Top = 30000;
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mapReply.LayerData[0].Right = 30000;
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mapReply.LayerData[0].ImageID = new LLUUID("00000000-0000-0000-9999-000000000006");
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OutPacket(mapReply, ThrottleOutPacketType.Land);
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}
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public void RequestMapBlocks(int minX, int minY, int maxX, int maxY)
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{
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/*
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IList simMapProfiles = m_gridServer.RequestMapBlocks(minX, minY, maxX, maxY);
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MapBlockReplyPacket mbReply = new MapBlockReplyPacket();
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mbReply.AgentData.AgentId = this.AgentId;
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int len;
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if (simMapProfiles == null)
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len = 0;
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else
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len = simMapProfiles.Count;
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mbReply.Data = new MapBlockReplyPacket.DataBlock[len];
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int iii;
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for (iii = 0; iii < len; iii++)
|
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{
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Hashtable mp = (Hashtable)simMapProfiles[iii];
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mbReply.Data[iii] = new MapBlockReplyPacket.DataBlock();
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mbReply.Data[iii].Name = System.Text.Encoding.UTF8.GetBytes((string)mp["name"]);
|
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mbReply.Data[iii].Access = System.Convert.ToByte(mp["access"]);
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mbReply.Data[iii].Agents = System.Convert.ToByte(mp["agents"]);
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mbReply.Data[iii].MapImageID = new LLUUID((string)mp["map-image-id"]);
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mbReply.Data[iii].RegionFlags = System.Convert.ToUInt32(mp["region-flags"]);
|
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mbReply.Data[iii].WaterHeight = System.Convert.ToByte(mp["water-height"]);
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mbReply.Data[iii].X = System.Convert.ToUInt16(mp["x"]);
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mbReply.Data[iii].Y = System.Convert.ToUInt16(mp["y"]);
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}
|
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this.OutPacket(mbReply, ThrottleOutPacketType.Land);
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,373 +0,0 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSim Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Timers;
|
||||
using libsecondlife;
|
||||
using libsecondlife.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Console;
|
||||
|
||||
namespace OpenSim.Region.ClientStack
|
||||
{
|
||||
public partial class ClientView
|
||||
{
|
||||
protected BlockingQueue<QueItem> PacketQueue;
|
||||
|
||||
protected Queue<QueItem> IncomingPacketQueue;
|
||||
protected Queue<QueItem> OutgoingPacketQueue;
|
||||
protected Queue<QueItem> ResendOutgoingPacketQueue;
|
||||
protected Queue<QueItem> LandOutgoingPacketQueue;
|
||||
protected Queue<QueItem> WindOutgoingPacketQueue;
|
||||
protected Queue<QueItem> CloudOutgoingPacketQueue;
|
||||
protected Queue<QueItem> TaskOutgoingPacketQueue;
|
||||
protected Queue<QueItem> TextureOutgoingPacketQueue;
|
||||
protected Queue<QueItem> AssetOutgoingPacketQueue;
|
||||
|
||||
protected Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
|
||||
protected Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
|
||||
|
||||
protected Timer AckTimer;
|
||||
protected uint Sequence = 0;
|
||||
protected object SequenceLock = new object();
|
||||
protected const int MAX_APPENDED_ACKS = 10;
|
||||
protected const int RESEND_TIMEOUT = 4000;
|
||||
protected const int MAX_SEQUENCE = 0xFFFFFF;
|
||||
|
||||
private uint m_circuitCode;
|
||||
public EndPoint userEP;
|
||||
|
||||
protected PacketServer m_networkServer;
|
||||
|
||||
public uint CircuitCode
|
||||
{
|
||||
get { return m_circuitCode; }
|
||||
set { m_circuitCode = value; }
|
||||
}
|
||||
|
||||
protected virtual void ProcessOutPacket(Packet Pack)
|
||||
{
|
||||
// Keep track of when this packet was sent out
|
||||
Pack.TickCount = System.Environment.TickCount;
|
||||
|
||||
if (!Pack.Header.Resent)
|
||||
{
|
||||
// Set the sequence number
|
||||
lock (SequenceLock)
|
||||
{
|
||||
if (Sequence >= MAX_SEQUENCE)
|
||||
{
|
||||
Sequence = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
Sequence++;
|
||||
}
|
||||
|
||||
Pack.Header.Sequence = Sequence;
|
||||
}
|
||||
|
||||
if (Pack.Header.Reliable) //DIRTY HACK
|
||||
{
|
||||
lock (NeedAck)
|
||||
{
|
||||
if (!NeedAck.ContainsKey(Pack.Header.Sequence))
|
||||
{
|
||||
try
|
||||
{
|
||||
NeedAck.Add(Pack.Header.Sequence, Pack);
|
||||
}
|
||||
catch (Exception e) // HACKY
|
||||
{
|
||||
e.ToString();
|
||||
// Ignore
|
||||
// Seems to throw a exception here occasionally
|
||||
// of 'duplicate key' despite being locked.
|
||||
// !?!?!?
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Client.Log("Attempted to add a duplicate sequence number (" +
|
||||
// packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
|
||||
// packet.Type.ToString(), Helpers.LogLevel.Warning);
|
||||
}
|
||||
}
|
||||
|
||||
// Don't append ACKs to resent packets, in case that's what was causing the
|
||||
// delivery to fail
|
||||
if (!Pack.Header.Resent)
|
||||
{
|
||||
// Append any ACKs that need to be sent out to this packet
|
||||
lock (PendingAcks)
|
||||
{
|
||||
if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS &&
|
||||
Pack.Type != PacketType.PacketAck &&
|
||||
Pack.Type != PacketType.LogoutRequest)
|
||||
{
|
||||
Pack.Header.AckList = new uint[PendingAcks.Count];
|
||||
int i = 0;
|
||||
|
||||
foreach (uint ack in PendingAcks.Values)
|
||||
{
|
||||
Pack.Header.AckList[i] = ack;
|
||||
i++;
|
||||
}
|
||||
|
||||
PendingAcks.Clear();
|
||||
Pack.Header.AppendedAcks = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
byte[] ZeroOutBuffer = new byte[4096];
|
||||
byte[] sendbuffer;
|
||||
sendbuffer = Pack.ToBytes();
|
||||
|
||||
try
|
||||
{
|
||||
if (Pack.Header.Zerocoded)
|
||||
{
|
||||
int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
|
||||
m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode); //userEP);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
|
||||
//userEP);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
MainLog.Instance.Warn("client",
|
||||
"ClientView.PacketQueue.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " +
|
||||
userEP.ToString() + " - killing thread");
|
||||
MainLog.Instance.Error(e.ToString());
|
||||
KillThread();
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void InPacket(Packet NewPack)
|
||||
{
|
||||
// Handle appended ACKs
|
||||
if (NewPack.Header.AppendedAcks)
|
||||
{
|
||||
lock (NeedAck)
|
||||
{
|
||||
foreach (uint ack in NewPack.Header.AckList)
|
||||
{
|
||||
NeedAck.Remove(ack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle PacketAck packets
|
||||
if (NewPack.Type == PacketType.PacketAck)
|
||||
{
|
||||
PacketAckPacket ackPacket = (PacketAckPacket) NewPack;
|
||||
|
||||
lock (NeedAck)
|
||||
{
|
||||
foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
|
||||
{
|
||||
NeedAck.Remove(block.ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((NewPack.Type == PacketType.StartPingCheck))
|
||||
{
|
||||
//reply to pingcheck
|
||||
StartPingCheckPacket startPing = (StartPingCheckPacket) NewPack;
|
||||
CompletePingCheckPacket endPing = new CompletePingCheckPacket();
|
||||
endPing.PingID.PingID = startPing.PingID.PingID;
|
||||
OutPacket(endPing, ThrottleOutPacketType.Task);
|
||||
}
|
||||
else
|
||||
{
|
||||
QueItem item = new QueItem();
|
||||
item.Packet = NewPack;
|
||||
item.Incoming = true;
|
||||
PacketQueue.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
private void ThrottleCheck(ref int TypeBytesSent, int Throttle, Queue<QueItem> q, QueItem item)
|
||||
{
|
||||
// The idea.. is if the packet throttle queues are empty
|
||||
// and the client is under throttle for the type. Queue
|
||||
// it up directly. This basically short cuts having to
|
||||
// wait for the timer to fire to put things into the
|
||||
// output queue
|
||||
|
||||
if(q.Count == 0 && TypeBytesSent <= ((int)(Throttle / throttleTimeDivisor)))
|
||||
{
|
||||
bytesSent += item.Packet.ToBytes().Length;
|
||||
TypeBytesSent += item.Packet.ToBytes().Length;
|
||||
PacketQueue.Enqueue(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
q.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType)
|
||||
{
|
||||
QueItem item = new QueItem();
|
||||
item.Packet = NewPack;
|
||||
item.Incoming = false;
|
||||
item.throttleType = throttlePacketType; // Packet throttle type
|
||||
|
||||
// The idea.. is if the packet throttle queues are empty and the client is under throttle for the type.
|
||||
// Queue it up directly.
|
||||
switch (throttlePacketType)
|
||||
{
|
||||
case ThrottleOutPacketType.Resend:
|
||||
ThrottleCheck(ref ResendBytesSent, ResendthrottleOutbound, ResendOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Texture:
|
||||
ThrottleCheck(ref TextureBytesSent, TexturethrottleOutbound, TextureOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Task:
|
||||
ThrottleCheck(ref TaskBytesSent, TaskthrottleOutbound, TaskOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Land:
|
||||
ThrottleCheck(ref LandBytesSent, LandthrottleOutbound, LandOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Asset:
|
||||
ThrottleCheck(ref AssetBytesSent, AssetthrottleOutbound, AssetOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Cloud:
|
||||
ThrottleCheck(ref CloudBytesSent, CloudthrottleOutbound, CloudOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Wind:
|
||||
ThrottleCheck(ref WindBytesSent, WindthrottleOutbound, WindOutgoingPacketQueue, item);
|
||||
break;
|
||||
|
||||
default:
|
||||
// Acknowledgements and other such stuff should go directly to the blocking Queue
|
||||
// Throttling them may and likely 'will' be problematic
|
||||
PacketQueue.Enqueue(item);
|
||||
break;
|
||||
}
|
||||
//OutgoingPacketQueue.Enqueue(item);
|
||||
}
|
||||
|
||||
# region Low Level Packet Methods
|
||||
|
||||
protected void ack_pack(Packet Pack)
|
||||
{
|
||||
if (Pack.Header.Reliable)
|
||||
{
|
||||
PacketAckPacket ack_it = new PacketAckPacket();
|
||||
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
|
||||
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
|
||||
ack_it.Packets[0].ID = Pack.Header.Sequence;
|
||||
ack_it.Header.Reliable = false;
|
||||
|
||||
OutPacket(ack_it, ThrottleOutPacketType.Unknown);
|
||||
}
|
||||
/*
|
||||
if (Pack.Header.Reliable)
|
||||
{
|
||||
lock (PendingAcks)
|
||||
{
|
||||
uint sequence = (uint)Pack.Header.Sequence;
|
||||
if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
protected void ResendUnacked()
|
||||
{
|
||||
int now = System.Environment.TickCount;
|
||||
|
||||
lock (NeedAck)
|
||||
{
|
||||
foreach (Packet packet in NeedAck.Values)
|
||||
{
|
||||
if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent))
|
||||
{
|
||||
MainLog.Instance.Verbose("Resending " + packet.Type.ToString() + " packet, " +
|
||||
(now - packet.TickCount) + "ms have passed");
|
||||
|
||||
packet.Header.Resent = true;
|
||||
OutPacket(packet, ThrottleOutPacketType.Resend);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void SendAcks()
|
||||
{
|
||||
lock (PendingAcks)
|
||||
{
|
||||
if (PendingAcks.Count > 0)
|
||||
{
|
||||
if (PendingAcks.Count > 250)
|
||||
{
|
||||
// FIXME: Handle the odd case where we have too many pending ACKs queued up
|
||||
MainLog.Instance.Verbose("Too many ACKs queued up!");
|
||||
return;
|
||||
}
|
||||
|
||||
//OpenSim.Framework.Console.MainLog.Instance.WriteLine("Sending PacketAck");
|
||||
|
||||
|
||||
int i = 0;
|
||||
PacketAckPacket acks = new PacketAckPacket();
|
||||
acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count];
|
||||
|
||||
foreach (uint ack in PendingAcks.Values)
|
||||
{
|
||||
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
|
||||
acks.Packets[i].ID = ack;
|
||||
i++;
|
||||
}
|
||||
|
||||
acks.Header.Reliable = false;
|
||||
OutPacket(acks, ThrottleOutPacketType.Unknown);
|
||||
|
||||
PendingAcks.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
|
||||
{
|
||||
SendAcks();
|
||||
ResendUnacked();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user