Adding commented out log messages and some minor formatting for future bug hunting. No functional changes.
parent
87374274b9
commit
014a86c26b
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@ -240,78 +240,84 @@ namespace OpenSim.Capabilities.Handlers
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if (containingFolder != null)
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{
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Retrieved folder {0} {1} for agent id {2}",
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// containingFolder.Name, containingFolder.ID, agentID);
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version = containingFolder.Version;
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if (fetchItems)
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{
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/*
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List<InventoryItemBase> linkedItemsToAdd = new List<InventoryItemBase>();
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foreach (InventoryItemBase item in contents.Items)
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{
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link && linkedItem.AssetType == (int)AssetType.Object)
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linkedItemsToAdd.Add(linkedItem);
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}
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}
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foreach (InventoryItemBase linkedItem in linkedItemsToAdd)
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{
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m_log.DebugFormat(
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"[WEB FETCH INV DESC HANDLER]: Inserted linked item {0} for link in folder {1} for agent {2}",
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linkedItem.Name, folderID, agentID);
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contents.Items.Insert(0, linkedItem);
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}
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*/
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/*
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// If the folder requested contains links, then we need to send those folders first, otherwise the links
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// will be broken in the viewer.
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HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
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foreach (InventoryItemBase item in contents.Items)
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{
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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{
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// We don't need to send the folder if source and destination of the link are in the same
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// folder.
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if (linkedItem.Folder != containingFolder.ID)
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linkedItemFolderIdsToSend.Add(linkedItem.Folder);
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}
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}
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}
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foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
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{
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m_log.DebugFormat(
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"[WEB FETCH INV DESC HANDLER]: Recursively fetching folder {0} linked by item in folder {1} for agent {2}",
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linkedItemFolderId, folderID, agentID);
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int dummyVersion;
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InventoryCollection linkedCollection
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= Fetch(
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agentID, linkedItemFolderId, ownerID, fetchFolders, fetchItems, sortOrder, out dummyVersion);
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contents.Folders.AddRange(linkedCollection.Folders);
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contents.Items.AddRange(linkedCollection.Items);
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}
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*/
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}
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//
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// if (fetchItems)
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// {
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// List<InventoryItemBase> linkedItemsToAdd = new List<InventoryItemBase>();
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//
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// foreach (InventoryItemBase item in contents.Items)
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// {
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// if (item.AssetType == (int)AssetType.Link)
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// {
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// InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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//
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// // Take care of genuinely broken links where the target doesn't exist
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// // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// // rather than having to keep track of every folder requested in the recursion.
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// if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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// linkedItemsToAdd.Insert(0, linkedItem);
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// }
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// }
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//
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// foreach (InventoryItemBase linkedItem in linkedItemsToAdd)
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// {
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Inserted linked item {0} for link in folder {1} for agent {2}",
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// linkedItem.Name, folderID, agentID);
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//
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// contents.Items.Add(linkedItem);
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// }
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//
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// // If the folder requested contains links, then we need to send those folders first, otherwise the links
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// // will be broken in the viewer.
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// HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
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// foreach (InventoryItemBase item in contents.Items)
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// {
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// if (item.AssetType == (int)AssetType.Link)
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// {
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// InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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//
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// // Take care of genuinely broken links where the target doesn't exist
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// // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// // rather than having to keep track of every folder requested in the recursion.
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// if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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// {
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// // We don't need to send the folder if source and destination of the link are in the same
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// // folder.
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// if (linkedItem.Folder != containingFolder.ID)
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// linkedItemFolderIdsToSend.Add(linkedItem.Folder);
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// }
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// }
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// }
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//
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// foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
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// {
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Recursively fetching folder {0} linked by item in folder {1} for agent {2}",
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// linkedItemFolderId, folderID, agentID);
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//
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// int dummyVersion;
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// InventoryCollection linkedCollection
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// = Fetch(
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// agentID, linkedItemFolderId, ownerID, fetchFolders, fetchItems, sortOrder, out dummyVersion);
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//
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// InventoryFolderBase linkedFolder = new InventoryFolderBase(linkedItemFolderId);
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// linkedFolder.Owner = agentID;
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// linkedFolder = m_InventoryService.GetFolder(linkedFolder);
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//
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//// contents.Folders.AddRange(linkedCollection.Folders);
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//
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// contents.Folders.Add(linkedFolder);
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// contents.Items.AddRange(linkedCollection.Items);
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// }
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// }
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}
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}
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else
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@ -39,6 +39,9 @@ using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// This class handles UDP texture requests.
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/// </summary>
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public class LLImageManager
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{
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private sealed class J2KImageComparer : IComparer<J2KImage>
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@ -228,15 +231,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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image.PriorityQueueHandle = null;
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lock (m_syncRoot)
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{
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try { m_priorityQueue.Add(ref image.PriorityQueueHandle, image); }
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catch (Exception) { }
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}
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}
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void RemoveImageFromQueue(J2KImage image)
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{
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lock (m_syncRoot)
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{
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try { m_priorityQueue.Delete(image.PriorityQueueHandle); }
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catch (Exception) { }
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}
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}
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void UpdateImageInQueue(J2KImage image)
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@ -254,4 +261,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion Priority Queue Helpers
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}
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}
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}
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@ -152,6 +152,9 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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/// <param name="j2kData">JPEG2000 data</param>
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private void DoJ2KDecode(UUID assetID, byte[] j2kData)
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{
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// m_log.DebugFormat(
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// "[J2KDecoderModule]: Doing J2K decoding of {0} bytes for asset {1}", j2kData.Length, assetID);
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//int DecodeTime = 0;
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//DecodeTime = Environment.TickCount;
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OpenJPEG.J2KLayerInfo[] layers;
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@ -170,6 +170,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
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public AssetBase GetCached(string id)
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{
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// m_log.DebugFormat("[LOCAL ASSET SERVICES CONNECTOR]: Cache request for {0}", id);
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if (m_Cache != null)
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return m_Cache.Get(id);
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@ -2822,6 +2822,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_global_contactcount = 0;
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d.WorldQuickStep(world, ODE_STEPSIZE);
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d.JointGroupEmpty(contactgroup);
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}
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catch (Exception e)
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@ -100,6 +100,8 @@ namespace OpenSim.Services.Connectors
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public AssetBase Get(string id)
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{
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// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Synchronous get request for {0}", id);
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string uri = m_ServerURI + "/assets/" + id;
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AssetBase asset = null;
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public AssetBase GetCached(string id)
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{
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// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Cache request for {0}", id);
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if (m_Cache != null)
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return m_Cache.Get(id);
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@ -177,6 +181,8 @@ namespace OpenSim.Services.Connectors
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public bool Get(string id, Object sender, AssetRetrieved handler)
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{
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// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Potentially asynchronous get request for {0}", id);
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string uri = m_ServerURI + "/assets/" + id;
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AssetBase asset = null;
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