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https://github.com/opensim/opensim.git
synced 2026-08-05 17:05:55 +08:00
Massive tab and trailing space cleanup
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@@ -222,7 +222,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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StatType.Pull,
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MeasuresOfInterest.None,
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stat => stat.Value = m_udpServer.AverageReceiveTicksForLastSamplePeriod,
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// stat =>
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// stat =>
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// stat.Value = Math.Round(m_udpServer.AverageReceiveTicksForLastSamplePeriod, 7),
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StatVerbosity.Debug));
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}
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@@ -272,7 +272,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of prim updates to put on the queue each time the
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/// <summary>Number of prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimUpdatesPerCallback;
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@@ -289,7 +289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Bandwidth throttle for this UDP server</summary>
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public TokenBucket Throttle { get; protected set; }
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/// <summary>Per client throttle rates enforced by this server</summary>
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/// <remarks>
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/// If the total rate is non-zero, then this is the maximum total throttle setting that any client can ever have.
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@@ -297,7 +297,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// do get changed immediately). They do not need to sum to the total.
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/// </remarks>
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public ThrottleRates ThrottleRates { get; protected set; }
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/// <summary>Manages authentication for agent circuits</summary>
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protected AgentCircuitManager m_circuitManager;
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@@ -436,8 +436,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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#region Environment.TickCount Measurement
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// Update the port with the one we actually got
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port = (uint)Port;
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// Update the port with the one we actually got
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port = (uint)Port;
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// Measure the resolution of Environment.TickCount
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TickCountResolution = 0f;
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@@ -696,15 +696,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Scene = (Scene)scene;
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m_location = new Location(Scene.RegionInfo.RegionHandle);
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IpahEngine
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IpahEngine
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= new JobEngine(
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string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
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string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
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"INCOMING PACKET ASYNC HANDLING ENGINE");
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OqrEngine
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OqrEngine
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= new JobEngine(
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string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
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string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
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"OUTGOING QUEUE REFILL ENGINE");
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StatsManager.RegisterStat(
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@@ -730,9 +730,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"clientstack",
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Scene.Name,
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StatType.Pull,
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stat =>
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{ PercentageStat pstat = (PercentageStat)stat;
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pstat.Consequent = PacketPool.Instance.PacketsRequested;
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stat =>
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{ PercentageStat pstat = (PercentageStat)stat;
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pstat.Consequent = PacketPool.Instance.PacketsRequested;
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pstat.Antecedent = PacketPool.Instance.PacketsReused; },
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StatVerbosity.Debug));
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@@ -745,8 +745,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Scene.Name,
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StatType.Pull,
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stat =>
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{ PercentageStat pstat = (PercentageStat)stat;
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pstat.Consequent = PacketPool.Instance.BlocksRequested;
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{ PercentageStat pstat = (PercentageStat)stat;
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pstat.Consequent = PacketPool.Instance.BlocksRequested;
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pstat.Antecedent = PacketPool.Instance.BlocksReused; },
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StatVerbosity.Debug));
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@@ -799,7 +799,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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MeasuresOfInterest.None,
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stat => stat.Value = IpahEngine.JobsWaiting,
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StatVerbosity.Debug));
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StatsManager.RegisterStat(
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new Stat(
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"OQRERequestsWaiting",
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@@ -812,7 +812,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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MeasuresOfInterest.None,
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stat => stat.Value = OqrEngine.JobsWaiting,
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StatVerbosity.Debug));
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// We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
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// scene name
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if (UsePools)
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@@ -1012,7 +1012,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if ((outgoingPacket.Buffer.Data[0] & Helpers.MSG_RELIABLE) != 0)
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outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method);
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// If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
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// If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
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// continue to display the deleted object until relog. Therefore, we need to always queue a kill object
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// packet so that it isn't sent before a queued update packet.
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@@ -1242,7 +1242,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if ((IncomingMalformedPacketCount % 10000) == 0)
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m_log.WarnFormat(
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"[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last was from {1}",
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"[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last was from {1}",
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IncomingMalformedPacketCount, endPoint);
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}
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@@ -1391,7 +1391,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if ((IncomingOrphanedPacketCount % 10000) == 0)
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m_log.WarnFormat(
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"[LLUDPSERVER]: Received {0} orphaned packets so far. Last was from {1}",
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"[LLUDPSERVER]: Received {0} orphaned packets so far. Last was from {1}",
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IncomingOrphanedPacketCount, endPoint);
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return;
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@@ -1482,7 +1482,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (packet.Header.Resent)
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m_log.DebugFormat(
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"[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
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"[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
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packet.Header.Sequence, packet.Type, client.Name);
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else
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m_log.WarnFormat(
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@@ -1512,7 +1512,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// We don't need to do anything else with ping checks
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StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
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CompletePing(udpClient, startPing.PingID.PingID);
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if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
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{
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udpClient.SendPacketStats();
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@@ -1677,7 +1677,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.DebugFormat(
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"[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}",
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uccp.CircuitCode.Code, Scene.RegionInfo.RegionName, endPoint);
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AuthenticateResponse sessionInfo;
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if (IsClientAuthorized(uccp, out sessionInfo))
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{
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@@ -1752,10 +1752,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_pendingCache)
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m_pendingCache.Remove(endPoint);
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}
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}
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// m_log.DebugFormat(
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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}
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@@ -1787,9 +1787,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Determine which agent this packet came from
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// We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination
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// simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
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// simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
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// and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
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// packets asynchronously, we need to account for this thread proceeding more quickly than the
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// packets asynchronously, we need to account for this thread proceeding more quickly than the
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// UseCircuitCode thread.
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int count = 40;
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while (count-- > 0)
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@@ -1811,7 +1811,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// manager but the SceneAgent has not yet been set in Scene.AddNewAgent(). If we are too
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// eager, then the new ScenePresence may not have registered a listener for this messsage
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// before we try to process it.
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// XXX: A better long term fix may be to add the SceneAgent before the client is added to
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// XXX: A better long term fix may be to add the SceneAgent before the client is added to
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// the client manager
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m_log.DebugFormat(
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"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client SceneAgent not set yet. Waiting.",
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@@ -1825,7 +1825,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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else
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{
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m_log.DebugFormat(
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"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
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"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
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endPoint, Scene.Name);
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}
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@@ -1962,13 +1962,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, Throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
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client = new LLClientView(Scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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client.OnLogout += LogoutHandler;
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client.DebugPacketLevel = DefaultClientPacketDebugLevel;
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((LLClientView)client).DisableFacelights = m_disableFacelights;
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client.Start();
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}
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}
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@@ -1988,7 +1988,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
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{
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lock (client.CloseSyncLock)
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{
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{
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ClientLogoutsDueToNoReceives++;
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if (client.SceneAgent != null)
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@@ -1996,7 +1996,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.WarnFormat(
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"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name);
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if (!client.SceneAgent.IsChildAgent)
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client.Kick("Simulator logged you out due to connection timeout.");
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}
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@@ -2020,11 +2020,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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try
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{
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incomingPacket = packetInbox.Dequeue(250);
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if (incomingPacket != null && IsRunningInbound)
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{
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ProcessInPacket(incomingPacket);
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if (UsePools)
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{
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incomingPacket.Client = null;
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@@ -2192,7 +2192,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public long IncomingPacketsProcessed { get; protected set; }
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#endregion
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#endregion
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protected void ProcessInPacket(IncomingPacket incomingPacket)
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{
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