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reduce a jobengine thread hold time; not using packet pool on receive;
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@@ -545,7 +545,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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RegisterLocalPacketHandlers();
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string name = string.Format("AsyncInUDP-{0}",m_agentId.ToString());
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m_asyncPacketProcess = new JobEngine(name, name, 10000);
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m_asyncPacketProcess = new JobEngine(name, name, 5000);
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IsActive = true;
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m_supportViewerCache = m_udpServer.SupportViewerObjectsCache;
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@@ -3240,6 +3240,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(viewertime, ThrottleOutPacketType.Task);
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}
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public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
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{
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ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
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@@ -8344,7 +8346,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if(OnAgentUpdate == null)
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{
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PacketPool.Instance.ReturnPacket(packet);
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//PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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@@ -8353,7 +8355,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (x.AgentID != AgentId || x.SessionID != SessionId)
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{
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PacketPool.Instance.ReturnPacket(packet);
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//PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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@@ -8366,7 +8368,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// throttle reset is done at MoveAgentIntoRegion()
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// called by scenepresence on completemovement
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PacketPool.Instance.ReturnPacket(packet);
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//PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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@@ -8420,7 +8422,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if(movement && camera)
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m_thisAgentUpdateArgs.lastUpdateTS = now;
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PacketPool.Instance.ReturnPacket(packet);
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//PacketPool.Instance.ReturnPacket(packet);
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}
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private void HandleMoneyTransferRequest(Packet Pack)
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