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== Incoming Packet Path == PacketReceived(buffer) -- called by OpenSimUDPBase for every UDP datagram # Decoding: validates minimum length (7 bytes), computes header length (7/8/10 bytes depending on extra header flags), zero-decodes if MSG_ZEROCODED flag set, calls Packet.BuildPacket() # Malformed packets are dropped and counted (IncomingMalformedPacketCount) -- logs a warning every 10000 as a probable network attack indicator # Packet-to-client mapping: #* If the endpoint has a pending queue (client still being created), the packet is queued rather than processed, except UseCircuitCode resends which are acked and dropped #* If no client exists yet and the packet is UseCircuitCode, a pending queue is created and HandleUseCircuitCode() is dispatched via FireAndForget #* Otherwise the client is looked up by endpoint via Scene.TryGetClient() -- unrecognized senders are counted as orphaned packets # ACK receiving: appended ACKs and standalone PacketAck packets are applied to udpClient.NeedAcks # ACK sending: reliable packets get their sequence number queued in PendingAcks; ACKs are flushed once 2*MTU bytes have been received since the last flush # Duplicate detection: PacketArchive tracks recently seen reliable sequence numbers -- duplicates (resent or not) are dropped after the ack machinery has already run # Ping handling: StartPingCheck/CompletePingCheck are handled inline and never reach the packet inbox # Everything else is wrapped in an IncomingPacket and added to packetInbox (a BlockingCollection) for the IncomingPacketHandler thread to process IncomingPacketHandler() thread: pulls from packetInbox with a 4500ms timeout, calls client.ProcessInPacket() for each. Exceptions in one client's packet do not crash the loop. ----
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