* Handle the AgentFOV packet
* Bypass queuing and throttles for ping checks to make ping times more closely match network latency
* Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
Replaced the update lists with a priority queue implementation in LLClientView.
The priority queues are based on the MinHeap implementation also included in
this commit within the OpneSim.Framework namespace. Initially setup to exactly
mimic the behavior beofre the change which was a first come first serve queue.
* Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty
* Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects
* Prevent LLClientView.Close() from being called twice every disconnect
* Removed the packet resend limit and improved the client timeout check
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
* Move ViewerEffect handling to Scene.PacketHandlers
* Removing the unused CloseAllAgents function
* Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
* Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing
* Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively
* Fixed formatting for a MySQLAssetData error logging line