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https://github.com/opensim/opensim.git
synced 2026-08-07 01:35:46 +08:00
last round of warning squashing. calling it a day now.
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@@ -253,9 +253,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private UpdateVector handlerUpdatePrimGroupScale = null; //OnUpdateGroupScale;
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private UpdateVector handlerUpdateVector = null; //OnUpdatePrimGroupPosition;
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private UpdatePrimRotation handlerUpdatePrimRotation = null; //OnUpdatePrimGroupRotation;
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private UpdatePrimGroupRotation handlerUpdatePrimGroupRotation = null; //OnUpdatePrimGroupMouseRotation;
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// private UpdatePrimGroupRotation handlerUpdatePrimGroupRotation = null; //OnUpdatePrimGroupMouseRotation;
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private PacketStats handlerPacketStats = null; // OnPacketStats;#
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private RequestAsset handlerRequestAsset = null; // OnRequestAsset;
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// private RequestAsset handlerRequestAsset = null; // OnRequestAsset;
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private UUIDNameRequest handlerTeleportHomeRequest = null;
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private ScriptAnswer handlerScriptAnswer = null;
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@@ -3467,7 +3467,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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LLUUID partId = part.UUID;
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// LLUUID partId = part.UUID;
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UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation;
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UpdatePrimGroupRotation handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation;
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@@ -4135,7 +4135,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte[] message = inchatpack.ChatData.Message;
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byte type = inchatpack.ChatData.Type;
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LLVector3 fromPos = new LLVector3(); // ClientAvatar.Pos;
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LLUUID fromAgentID = AgentId;
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// LLUUID fromAgentID = AgentId;
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int channel = inchatpack.ChatData.Channel;
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@@ -4388,7 +4388,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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DetachAttachmentIntoInvPacket detachtoInv = (DetachAttachmentIntoInvPacket)Pack;
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LLUUID itemID = detachtoInv.ObjectData.ItemID;
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LLUUID ATTACH_agentID = detachtoInv.ObjectData.AgentID;
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// LLUUID ATTACH_agentID = detachtoInv.ObjectData.AgentID;
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handlerDetachAttachmentIntoInv(itemID, this);
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}
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@@ -5938,7 +5938,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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break;
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case PacketType.RequestRegionInfo:
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RequestRegionInfoPacket.AgentDataBlock mPacket = ((RequestRegionInfoPacket)Pack).AgentData;
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// RequestRegionInfoPacket.AgentDataBlock mPacket = ((RequestRegionInfoPacket)Pack).AgentData;
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handlerRegionInfoRequest = OnRegionInfoRequest;
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if (handlerRegionInfoRequest != null)
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@@ -5948,8 +5948,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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break;
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case PacketType.EstateCovenantRequest:
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EstateCovenantRequestPacket.AgentDataBlock epack =
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((EstateCovenantRequestPacket)Pack).AgentData;
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// EstateCovenantRequestPacket.AgentDataBlock epack =
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// ((EstateCovenantRequestPacket)Pack).AgentData;
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handlerEstateCovenantRequest = OnEstateCovenantRequest;
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if (handlerEstateCovenantRequest != null)
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@@ -6287,7 +6287,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendLandStatReply(uint reportType, uint requestFlags, uint resultCount, LandStatReportItem[] lsrpia)
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{
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LandStatReplyPacket lsrp = new LandStatReplyPacket();
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LandStatReplyPacket.RequestDataBlock lsreqdpb = new LandStatReplyPacket.RequestDataBlock();
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// LandStatReplyPacket.RequestDataBlock lsreqdpb = new LandStatReplyPacket.RequestDataBlock();
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LandStatReplyPacket.ReportDataBlock[] lsrepdba = new LandStatReplyPacket.ReportDataBlock[lsrpia.Length];
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//LandStatReplyPacket.ReportDataBlock lsrepdb = new LandStatReplyPacket.ReportDataBlock();
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// lsrepdb.
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@@ -57,8 +57,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Queue<LLQueItem> TextureOutgoingPacketQueue;
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private Queue<LLQueItem> AssetOutgoingPacketQueue;
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private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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// private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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// private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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// All throttle times and number of bytes are calculated by dividing by this value
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// This value also determines how many times per throttletimems the timer will run
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@@ -418,9 +418,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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m_socket.Bind(ServerIncoming);
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// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
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uint IOC_IN = 0x80000000;
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uint IOC_VENDOR = 0x18000000;
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uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
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// uint IOC_IN = 0x80000000;
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// uint IOC_VENDOR = 0x18000000;
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// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
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// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
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// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
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