When setting packet level logging via "debug packet", apply to all clients, not just root ones.
Also adds scene name and client type (root|child) to logged information.iar_mods
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			@ -11621,7 +11621,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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                    logPacket = false;
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                if (logPacket)
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                    m_log.DebugFormat("[CLIENT]: Packet OUT {0} to {1}", packet.Type, Name);
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                    m_log.DebugFormat(
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                        "[CLIENT]: PACKET OUT to   {0} ({1}) in {2} - {3}",
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                        Name, ChildAgentStatus() ? "child" : "root ", m_scene.RegionInfo.RegionName, packet.Type);
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            }
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            m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting, method);
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			@ -11664,19 +11666,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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        {
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            if (DebugPacketLevel > 0)
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            {
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                bool outputPacket = true;
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                bool logPacket = true;
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                if (DebugPacketLevel <= 255 && packet.Type == PacketType.AgentUpdate)
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                    outputPacket = false;
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                    logPacket = false;
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                if (DebugPacketLevel <= 200 && packet.Type == PacketType.RequestImage)
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                    outputPacket = false;
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                    logPacket = false;
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                if (DebugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
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                    outputPacket = false;
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                    logPacket = false;
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                if (outputPacket)
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                    m_log.DebugFormat("[CLIENT]: Packet IN {0} from {1}", packet.Type, Name);
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                if (logPacket)
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                    m_log.DebugFormat(
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                        "[CLIENT]: PACKET IN  from {0} ({1}) in {2} - {3}",
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                        Name, ChildAgentStatus() ? "child" : "root ", m_scene.RegionInfo.RegionName, packet.Type);
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            }
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            if (!ProcessPacketMethod(packet))
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			@ -448,29 +448,25 @@ namespace OpenSim.Region.Framework.Scenes
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        }
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        /// <summary>
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        /// Set the debug packet level on the current scene.  This level governs which packets are printed out to the
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        /// Set the debug packet level on each current scene.  This level governs which packets are printed out to the
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        /// console.
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        /// </summary>
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        /// <param name="newDebug"></param>
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        /// <param name="name">Name of avatar to debug</param>
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        public void SetDebugPacketLevelOnCurrentScene(int newDebug, string name)
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        {
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            ForEachCurrentScene(
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                delegate(Scene scene)
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            ForEachCurrentScene(scene =>
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                scene.ForEachScenePresence(sp =>
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                {
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                    scene.ForEachRootClient(delegate(IClientAPI client)
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                    if (name == null || sp.Name == name)
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                    {
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                        if (name == null || client.Name == name)
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                        {
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                            m_log.DebugFormat("Packet debug for {0} {1} set to {2}",
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                                              client.FirstName,
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                                              client.LastName,
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                                              newDebug);
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                        m_log.DebugFormat(
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                            "Packet debug for {0} ({1}) set to {2}",
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                            sp.Name, sp.IsChildAgent ? "child" : "root", newDebug);
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                            client.DebugPacketLevel = newDebug;
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                        }
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                    });
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                }
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                        sp.ControllingClient.DebugPacketLevel = newDebug;
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                    }
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                })
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            );
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        }
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