Patch #9158
Refactor packet sending into LLPacketHandler. Change packet sequencing and ack lists to ensure packet sequences conform to wire order.0.6.0-stable
parent
0718aa0b7f
commit
51f90af4b7
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@ -392,7 +392,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// in it to process. It's an on-purpose threadlock though because
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// without it, the clientloop will suck up all sim resources.
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m_PacketHandler = new LLPacketHandler(this);
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m_PacketHandler = new LLPacketHandler(this, m_networkServer);
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m_PacketHandler.SynchronizeClient = SynchronizeClient;
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RegisterLocalPacketHandlers();
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@ -616,12 +616,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (nextPacket.Incoming)
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{
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DebugPacket("IN", nextPacket.Packet);
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m_PacketHandler.ProcessInPacket(nextPacket.Packet);
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m_PacketHandler.ProcessInPacket(nextPacket);
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}
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else
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{
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DebugPacket("OUT", nextPacket.Packet);
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ProcessOutPacket(nextPacket.Packet);
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m_PacketHandler.ProcessOutPacket(nextPacket);
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}
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}
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}
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@ -745,7 +745,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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+ "Any further actions taken will not be processed.\n"
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+ "Please relog", true);
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ProcessOutPacket(packet);
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LLQueItem item = new LLQueItem();
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item.Packet = packet;
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m_PacketHandler.ProcessOutPacket(item);
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// There may be a better way to do this. Perhaps kick? Not sure this propogates notifications to
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// listeners yet, though.
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@ -3685,47 +3688,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_PacketHandler.PacketQueue.SetThrottleFromClient(throttles);
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}
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// Previously ClientView.m_packetQueue
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/// <summary>
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/// Helper routine to prepare the packet for sending to UDP client
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/// This converts it to bytes and puts it on the outgoing buffer
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/// </summary>
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/// <param name="Pack"></param>
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protected virtual void ProcessOutPacket(Packet Pack)
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{
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// Keep track of when this packet was sent out
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Pack.TickCount = System.Environment.TickCount;
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// Actually make the byte array and send it
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try
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{
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byte[] sendbuffer = Pack.ToBytes();
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PacketPool.Instance.ReturnPacket(Pack);
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if (Pack.Header.Zerocoded)
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{
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int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
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m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode);
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}
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else
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{
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//Need some extra space in case we need to add proxy information to the message later
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Buffer.BlockCopy(sendbuffer, 0, ZeroOutBuffer, 0, sendbuffer.Length);
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m_networkServer.SendPacketTo(ZeroOutBuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
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}
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}
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catch (Exception e)
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{
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m_log.Warn("[client]: " +
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"ClientView.m_packetQueue.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " +
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m_userEndPoint.ToString() + " - killing thread");
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m_log.Error(e.ToString());
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Close(true);
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}
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}
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/// <summary>
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/// method gets called when a new packet has arrived from the UDP server. This happens after it's been decoded into a libsl object
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/// </summary>
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/// <param name="NewPack"></param>
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@ -31,10 +31,13 @@ using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using System.Timers;
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using System.Reflection;
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using libsecondlife;
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using libsecondlife.Packets;
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using Timer = System.Timers.Timer;
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using OpenSim.Framework;
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using OpenSim.Region.ClientStack.LindenUDP;
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using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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@ -55,7 +58,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uint ResendTimeout { get; set; }
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void InPacket(Packet packet);
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void ProcessInPacket(Packet packet);
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void ProcessInPacket(LLQueItem item);
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void ProcessOutPacket(LLQueItem item);
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void OutPacket(Packet NewPack,
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ThrottleOutPacketType throttlePacketType);
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void OutPacket(Packet NewPack,
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@ -72,6 +76,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public class LLPacketHandler : IPacketHandler
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// Packet queues
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//
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LLPacketQueue m_PacketQueue;
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@ -181,13 +188,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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List<PacketType> m_ImportantPackets = new List<PacketType>();
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LLPacketServer m_PacketServer;
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private byte[] m_ZeroOutBuffer = new byte[4096];
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////////////////////////////////////////////////////////////////////
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// Constructors
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//
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public LLPacketHandler(IClientAPI client)
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public LLPacketHandler(IClientAPI client, LLPacketServer server)
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{
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m_Client = client;
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m_PacketServer = server;
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m_PacketQueue = new LLPacketQueue(client.AgentId);
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@ -228,21 +239,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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}
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packet.Header.Sequence = NextPacketSequenceNumber();
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lock (m_NeedAck)
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{
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DropResend(id);
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AddAcks(ref packet);
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QueuePacket(packet, throttlePacketType, id);
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// We want to see that packet arrive if it's reliable
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if (packet.Header.Reliable)
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{
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m_UnackedBytes += packet.ToBytes().Length;
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m_NeedAck[packet.Header.Sequence] = new AckData(packet, id);
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}
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}
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}
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@ -531,8 +533,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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public void ProcessInPacket(Packet packet)
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public void ProcessInPacket(LLQueItem item)
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{
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Packet packet = item.Packet;
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// Always ack the packet!
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//
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if (packet.Header.Reliable)
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@ -698,5 +702,62 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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handlerPacketDrop(packet, id);
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}
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// Convert the packet to bytes and stuff it onto the send queue
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//
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public void ProcessOutPacket(LLQueItem item)
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{
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Packet packet = item.Packet;
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// Keep track of when this packet was sent out
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packet.TickCount = System.Environment.TickCount;
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// Assign sequence number here to prevent out of order packets
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packet.Header.Sequence = NextPacketSequenceNumber();
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lock(m_NeedAck)
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{
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// We want to see that packet arrive if it's reliable
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if (packet.Header.Reliable)
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{
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m_UnackedBytes += packet.ToBytes().Length;
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m_NeedAck[packet.Header.Sequence] = new AckData(packet,
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item.Identifier);
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}
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}
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// Actually make the byte array and send it
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try
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{
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byte[] sendbuffer = packet.ToBytes();
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if (packet.Header.Zerocoded)
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{
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int packetsize = Helpers.ZeroEncode(sendbuffer,
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sendbuffer.Length, m_ZeroOutBuffer);
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m_PacketServer.SendPacketTo(m_ZeroOutBuffer, packetsize,
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SocketFlags.None, m_Client.CircuitCode);
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}
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else
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{
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// Need some extra space in case we need to add proxy
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// information to the message later
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Buffer.BlockCopy(sendbuffer, 0, m_ZeroOutBuffer, 0,
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sendbuffer.Length);
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m_PacketServer.SendPacketTo(m_ZeroOutBuffer,
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sendbuffer.Length, SocketFlags.None, m_Client.CircuitCode);
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}
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PacketPool.Instance.ReturnPacket(packet);
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}
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catch (Exception e)
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{
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m_log.Warn("[client]: " +
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"PacketHandler:ProcessOutPacket() - WARNING: Socket "+
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"exception occurred - killing thread");
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m_log.Error(e.ToString());
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m_Client.Close(true);
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}
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}
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}
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}
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