* 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!
This commit is contained in:
lbsa71
2007-09-18 13:29:16 +00:00
parent 0bac4b430c
commit 70d9cec3b5
10 changed files with 121 additions and 232 deletions

View File

@@ -51,11 +51,17 @@ namespace OpenSim.Region.ClientStack
protected const int RESEND_TIMEOUT = 4000;
protected const int MAX_SEQUENCE = 0xFFFFFF;
public uint CircuitCode;
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
@@ -142,11 +148,11 @@ namespace OpenSim.Region.ClientStack
if (Pack.Header.Zerocoded)
{
int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, CircuitCode);//userEP);
m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode);//userEP);
}
else
{
m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, CircuitCode); //userEP);
m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode); //userEP);
}
}
catch (Exception)