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authorJohn Hurliman2009-10-18 20:24:20 -0700
committerJohn Hurliman2009-10-18 20:24:20 -0700
commit233e16b99cc80190d41143ecdfe01308eb39932a (patch)
tree340a75427ec8fc9082a0f543021dbfebacdb3033 /OpenSim/Framework/Servers
parent* Process the avatar terse update priority queue as soon as an update for our... (diff)
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* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
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