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change UDPPacketBuffer pools (does waste a bit of memory)
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@@ -120,7 +120,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Circuit code that this client is connected on</summary>
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public readonly uint CircuitCode;
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/// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
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public IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
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public IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(256);
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/// <summary>Packets we have sent that need to be ACKed by the client</summary>
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public UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
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@@ -803,8 +803,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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/// <summary>
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/// Fires the OnQueueEmpty callback and sets the minimum time that it
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/// can be called again
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@@ -843,6 +841,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return 0;
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}
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public void FreeUDPBuffer(UDPPacketBuffer buf)
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{
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m_udpServer.FreeUDPBuffer(buf);
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}
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/// <summary>
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/// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
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/// flag value
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@@ -853,20 +856,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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ThrottleOutPacketType category = (ThrottleOutPacketType)i;
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/*
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* Land = 1,
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/// <summary>Wind data</summary>
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Wind = 2,
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/// <summary>Cloud data</summary>
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Cloud = 3,
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/// <summary>Any packets that do not fit into the other throttles</summary>
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Task = 4,
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/// <summary>Texture assets</summary>
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Texture = 5,
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/// <summary>Non-texture assets</summary>
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Asset = 6,
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*/
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switch (category)
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{
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case ThrottleOutPacketType.Land:
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