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Another temporary bug fix attempt, this time for the packet overflow problem, changed it so for now, packets are ACKed straight away in one PacketAck Packet for each ACK.
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@@ -183,14 +183,18 @@ namespace OpenSim
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private void ack_pack(Packet Pack)
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{
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//libsecondlife.Packets.PacketAckPacket ack_it = new PacketAckPacket();
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//ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
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//ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
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//ack_it.Packets[0].ID = Pack.Header.ID;
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//ack_it.Header.Reliable = false;
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if (Pack.Header.Reliable)
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{
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libsecondlife.Packets.PacketAckPacket ack_it = new PacketAckPacket();
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ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
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ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
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ack_it.Packets[0].ID = Pack.Header.Sequence;
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ack_it.Header.Reliable = false;
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//OutPacket(ack_it);
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OutPacket(ack_it);
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}
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/*
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if (Pack.Header.Reliable)
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{
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lock (PendingAcks)
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@@ -198,7 +202,7 @@ namespace OpenSim
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uint sequence = (uint)Pack.Header.Sequence;
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if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
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}
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}
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}*/
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}
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protected virtual void ProcessInPacket(Packet Pack)
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