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* More refactorings of UDPServer.
* Removed all references where possible. * Renamed lots of variables from UDPServerXYZ to clientServerXYZ
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@@ -4915,7 +4915,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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catch (Exception)
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{
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//MainLog.Instance.Debug("UDPSERVER", e.ToString());
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}
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m_needAck.Add(key, packet);
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@@ -107,12 +107,12 @@ namespace OpenSim.Region.ClientStack
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
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}
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protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer udpServer, bool m_permissions)
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protected Scene SetupScene(RegionInfo regionInfo, out IClientNetworkServer clientServer, bool m_permissions)
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{
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return SetupScene(regionInfo, 0, out udpServer, m_permissions);
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return SetupScene(regionInfo, 0, out clientServer, m_permissions);
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}
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protected Scene SetupScene(RegionInfo regionInfo, int proxyOffset, out IClientNetworkServer udpServer, bool m_permissions)
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protected Scene SetupScene(RegionInfo regionInfo, int proxyOffset, out IClientNetworkServer clientServer, bool m_permissions)
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{
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AgentCircuitManager circuitManager = new AgentCircuitManager();
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IPAddress listenIP = regionInfo.InternalEndPoint.Address;
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@@ -120,12 +120,12 @@ namespace OpenSim.Region.ClientStack
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// listenIP = IPAddress.Parse("0.0.0.0");
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uint port = (uint) regionInfo.InternalEndPoint.Port;
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udpServer = new LLUDPServer(listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
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clientServer = new LLUDPServer(listenIP, ref port, proxyOffset, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
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regionInfo.InternalEndPoint.Port = (int)port;
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Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
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udpServer.AddScene(scene);
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clientServer.AddScene(scene);
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scene.LoadWorldMap();
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