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synced 2026-08-07 01:35:46 +08:00
removed a protocol breaking lludp debug option that no one should try, changed terrain send throotle to be by packets in queue, reduced odds of MTU violation on terrain send (still bad). Most UDP protocol implementations may not mind much, but our code still does
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@@ -558,6 +558,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_console.OutputFormat("{0} set to {1} in {2}", param, rawValue, m_udpServer.Scene.Name);
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}
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/* not in use, nothing to set/get from lludp
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private void HandleClientGetCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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@@ -584,11 +585,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_console.OutputFormat(
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"Client debug parameters for {0} ({1}) in {2}",
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sp.Name, sp.IsChildAgent ? "child" : "root", m_udpServer.Scene.Name);
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ConsoleDisplayList cdl = new ConsoleDisplayList();
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cdl.AddRow("process-unacked-sends", udpClient.ProcessUnackedSends);
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m_console.Output(cdl.ToString());
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}
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});
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}
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@@ -611,28 +607,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (args.Length == 8)
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name = string.Format("{0} {1}", args[6], args[7]);
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if (param == "process-unacked-sends")
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{
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bool newValue;
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if (!ConsoleUtil.TryParseConsoleBool(MainConsole.Instance, rawValue, out newValue))
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return;
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m_udpServer.Scene.ForEachScenePresence(
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sp =>
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{
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if ((name == null || sp.Name == name) && sp.ControllingClient is LLClientView)
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{
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LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient;
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udpClient.ProcessUnackedSends = newValue;
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m_console.OutputFormat("{0} set to {1} for {2} in {3}", param, newValue, sp.Name, m_udpServer.Scene.Name);
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}
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});
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}
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// nothing here now
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}
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*/
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private void HandlePacketCommand(string module, string[] args)
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{
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if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
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