NEVER EVER SEND TERRAIN PATCHS AS UNRELIABLE!!!!!!!!!!!!!!!!!!!!!!!!!!
this costed me hours :Pavinationmerge
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@ -1315,6 +1315,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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try
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try
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{
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{
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if (px.Length != py.Length ||
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terrData.SizeX != (int)Scene.RegionInfo.RegionSizeX ||
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terrData.SizeY != (int)Scene.RegionInfo.RegionSizeY)
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{
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if (px.Length != py.Length)
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m_log.Debug("px py");
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if (terrData.SizeX != Scene.RegionInfo.RegionSizeX)
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m_log.Debug("sx");
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if (terrData.SizeY != Scene.RegionInfo.RegionSizeY)
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m_log.Debug("sx");
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}
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/* test code using the terrain compressor in libOpenMetaverse
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/* test code using the terrain compressor in libOpenMetaverse
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int[] patchInd = new int[1];
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int[] patchInd = new int[1];
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patchInd[0] = px + (py * Constants.TerrainPatchSize);
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patchInd[0] = px + (py * Constants.TerrainPatchSize);
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@ -1346,34 +1358,9 @@ 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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// When a user edits the terrain, so much data is sent, the data queues up fast and presents a
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private void SendTheLayerPacket(LayerDataPacket layerpack)
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// sub optimal editing experience. To alleviate this issue, when the user edits the terrain, we
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// start skipping the queues until they're done editing the terrain. We also make them
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// unreliable because it's extremely likely that multiple packets will be sent for a terrain patch
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// area invalidating previous packets for that area.
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// It's possible for an editing user to flood themselves with edited packets but the majority
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// of use cases are such that only a tiny percentage of users will be editing the terrain.
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// Other, non-editing users will see the edits much slower.
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// One last note on this topic, by the time users are going to be editing the terrain, it's
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// extremely likely that the sim will have rezzed already and therefore this is not likely going
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// to cause any additional issues with lost packets, objects or terrain patches.
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// m_justEditedTerrain is volatile, so test once and duplicate two affected statements so we
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// only have one cache miss.
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private void SendTheLayerPacket(LayerDataPacket layerpack)
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{
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{
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if (m_justEditedTerrain)
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{
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layerpack.Header.Reliable = false;
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OutPacket(layerpack, ThrottleOutPacketType.Unknown );
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}
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else
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{
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layerpack.Header.Reliable = true;
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OutPacket(layerpack, ThrottleOutPacketType.Land);
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OutPacket(layerpack, ThrottleOutPacketType.Land);
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}
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}
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}
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/// <summary>
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/// <summary>
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