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commenting out rather expensive bits of GetClientInfo() --- the only
bit of GetClientInfo that is actually used seems to be userEP as part of the OSSL osGetAgentIP() script function. Now commented are the parts where we serialize and copy out the *entire* packet queue of the client (locking the packet handler in the process).
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@@ -638,22 +638,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public ClientInfo GetClientInfo()
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{
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ClientInfo info = new ClientInfo();
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info.pendingAcks = m_PendingAcks;
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info.needAck = new Dictionary<uint, byte[]>();
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lock (m_NeedAck)
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{
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foreach (uint key in m_NeedAck.Keys)
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info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
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}
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// nobody seems to even look at the following data. since
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// it's a rather expensive operation (lock, serializing
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// packets, copying it into dictionary, etc) i've
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// commented out the expensive (but unwanted?) bits below
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// (dr scofield, 2009-06-24)
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LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
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// info.pendingAcks = m_PendingAcks;
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// info.needAck = new Dictionary<uint, byte[]>();
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for (int i = 0; i < queitems.Length; i++)
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{
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if (queitems[i].Incoming == false)
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info.out_packets.Add(queitems[i].Packet.ToBytes());
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}
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// lock (m_NeedAck)
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// {
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// foreach (uint key in m_NeedAck.Keys)
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// info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
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// }
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// LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
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// for (int i = 0; i < queitems.Length; i++)
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// {
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// if (queitems[i].Incoming == false)
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// info.out_packets.Add(queitems[i].Packet.ToBytes());
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// }
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info.sequence = m_Sequence;
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