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* Yet some more connectivity restructuring
* We now have CloseAllAgents( circuit ) and CloseAllCircuits( agentId ) for great justice ( but alas, still only closing on one single scene - be brave! ) * Login and ConnectionClosed now eventified and moveified awayified * Killed off unused NullClientAPI * Now the client is almost only responsible for its own closing. ( I will get that scene out of there ) * Lookin' good!
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@@ -51,11 +51,17 @@ namespace OpenSim.Region.ClientStack
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protected const int RESEND_TIMEOUT = 4000;
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protected const int MAX_SEQUENCE = 0xFFFFFF;
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public uint CircuitCode;
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private uint m_circuitCode;
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public EndPoint userEP;
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protected PacketServer m_networkServer;
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public uint CircuitCode
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{
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get { return m_circuitCode; }
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set { m_circuitCode = value; }
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}
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protected virtual void ProcessOutPacket(Packet Pack)
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{
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// Keep track of when this packet was sent out
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@@ -142,11 +148,11 @@ namespace OpenSim.Region.ClientStack
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if (Pack.Header.Zerocoded)
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{
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int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
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m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, CircuitCode);//userEP);
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m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode);//userEP);
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}
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else
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{
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m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, CircuitCode); //userEP);
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m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode); //userEP);
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}
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}
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catch (Exception)
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