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Following on from 4f982596, launch map name requests on an async thread from LLClientView directly.
This releases the inbound packet handling thread marginally quicker and is more consistent with the other async packet handling
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@@ -5322,7 +5322,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AddLocalPacketHandler(PacketType.RezScript, HandleRezScript);
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AddLocalPacketHandler(PacketType.MapLayerRequest, HandleMapLayerRequest, false);
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AddLocalPacketHandler(PacketType.MapBlockRequest, HandleMapBlockRequest, false);
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AddLocalPacketHandler(PacketType.MapNameRequest, HandleMapNameRequest, false);
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AddLocalPacketHandler(PacketType.MapNameRequest, HandleMapNameRequest);
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AddLocalPacketHandler(PacketType.TeleportLandmarkRequest, HandleTeleportLandmarkRequest);
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AddLocalPacketHandler(PacketType.TeleportCancel, HandleTeleportCancel);
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AddLocalPacketHandler(PacketType.TeleportLocationRequest, HandleTeleportLocationRequest);
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@@ -115,19 +115,15 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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m_Clients.Add(remoteClient.AgentId);
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}
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Util.FireAndForget(delegate
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try
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{
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try
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{
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OnMapNameRequest(remoteClient, mapName, flags);
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}
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finally
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{
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lock (m_Clients)
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m_Clients.Remove(remoteClient.AgentId);
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}
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});
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OnMapNameRequest(remoteClient, mapName, flags);
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}
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finally
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{
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lock (m_Clients)
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m_Clients.Remove(remoteClient.AgentId);
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}
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}
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private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
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