Modified visibilities of properties and methods. This is so that SL client based clients can use UDP server that is inherited from LLUDPServer.
parent
603e3650d3
commit
8254256fe9
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@ -314,14 +314,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private readonly LLUDPClient m_udpClient;
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private readonly LLUDPClient m_udpClient;
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private readonly UUID m_sessionId;
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private readonly UUID m_sessionId;
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private readonly UUID m_secureSessionId;
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private readonly UUID m_secureSessionId;
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private readonly UUID m_agentId;
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protected readonly UUID m_agentId;
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private readonly uint m_circuitCode;
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private readonly uint m_circuitCode;
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private readonly byte[] m_channelVersion = Utils.EmptyBytes;
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private readonly byte[] m_channelVersion = Utils.EmptyBytes;
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private readonly Dictionary<string, UUID> m_defaultAnimations = new Dictionary<string, UUID>();
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private readonly Dictionary<string, UUID> m_defaultAnimations = new Dictionary<string, UUID>();
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private readonly IGroupsModule m_GroupsModule;
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private readonly IGroupsModule m_GroupsModule;
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private int m_cachedTextureSerial;
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private int m_cachedTextureSerial;
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private PriorityQueue<double, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_avatarTerseUpdates;
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protected PriorityQueue<double, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_avatarTerseUpdates;
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private PriorityQueue<double, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_primTerseUpdates;
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private PriorityQueue<double, ImprovedTerseObjectUpdatePacket.ObjectDataBlock> m_primTerseUpdates;
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private PriorityQueue<double, ObjectUpdatePacket.ObjectDataBlock> m_primFullUpdates;
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private PriorityQueue<double, ObjectUpdatePacket.ObjectDataBlock> m_primFullUpdates;
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private int m_moneyBalance;
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private int m_moneyBalance;
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@ -3314,7 +3314,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ProcessAvatarTerseUpdates();
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ProcessAvatarTerseUpdates();
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}
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}
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private void ProcessAvatarTerseUpdates()
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protected void ProcessAvatarTerseUpdates()
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{
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{
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ImprovedTerseObjectUpdatePacket terse = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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ImprovedTerseObjectUpdatePacket terse = (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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terse.Header.Reliable = false;
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terse.Header.Reliable = false;
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@ -5050,7 +5050,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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/// </summary>
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/// <param name="packet">Packet to send</param>
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/// <param name="packet">Packet to send</param>
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/// <param name="throttlePacketType">Throttling category for the packet</param>
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/// <param name="throttlePacketType">Throttling category for the packet</param>
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private void OutPacket(Packet packet, ThrottleOutPacketType throttlePacketType)
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protected void OutPacket(Packet packet, ThrottleOutPacketType throttlePacketType)
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{
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{
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m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, true);
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m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, true);
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}
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}
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@ -10236,7 +10236,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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#region PriorityQueue
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#region PriorityQueue
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private class PriorityQueue<TPriority, TValue>
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public class PriorityQueue<TPriority, TValue>
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{
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{
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internal delegate bool UpdatePriorityHandler(ref TPriority priority, uint local_id);
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internal delegate bool UpdatePriorityHandler(ref TPriority priority, uint local_id);
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@ -10264,7 +10264,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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this.m_comparison = comparison;
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this.m_comparison = comparison;
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}
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}
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internal object SyncRoot { get { return this.m_syncRoot; } }
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public object SyncRoot { get { return this.m_syncRoot; } }
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internal int Count
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internal int Count
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{
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{
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get
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get
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@ -10276,7 +10276,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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internal bool Enqueue(TPriority priority, TValue value, uint local_id)
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public bool Enqueue(TPriority priority, TValue value, uint local_id)
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{
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{
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LookupItem item;
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LookupItem item;
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@ -118,13 +118,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary></summary>
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/// <summary></summary>
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//private UDPClientCollection m_clients = new UDPClientCollection();
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//private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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/// <summary>Bandwidth throttle for this UDP server</summary>
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private TokenBucket m_throttle;
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protected TokenBucket m_throttle;
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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private ThrottleRates m_throttleRates;
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protected ThrottleRates m_throttleRates;
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/// <summary>Manages authentication for agent circuits</summary>
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/// <summary>Manages authentication for agent circuits</summary>
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private AgentCircuitManager m_circuitManager;
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private AgentCircuitManager m_circuitManager;
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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private Scene m_scene;
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protected Scene m_scene;
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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private Location m_location;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// <summary>The size of the receive buffer for the UDP socket. This value
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@ -759,7 +759,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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private void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
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protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
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{
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{
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// Create the LLUDPClient
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// Create the LLUDPClient
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LLUDPClient udpClient = new LLUDPClient(this, m_throttleRates, m_throttle, circuitCode, agentID, remoteEndPoint);
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LLUDPClient udpClient = new LLUDPClient(this, m_throttleRates, m_throttle, circuitCode, agentID, remoteEndPoint);
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@ -976,7 +976,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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private void LogoutHandler(IClientAPI client)
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protected void LogoutHandler(IClientAPI client)
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{
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{
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client.SendLogoutPacket();
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client.SendLogoutPacket();
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if (client.IsActive)
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if (client.IsActive)
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