* Remove a few unnecessary locks to try and prevent lock contention in LLImageManager
parent
8a24f61acd
commit
28ddc38deb
|
@ -133,8 +133,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
pq[PQHandles[assetID]].data.asset = asset;
|
||||
|
||||
lock (pq[PQHandles[assetID]].data)
|
||||
pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket);
|
||||
//lock (pq[PQHandles[assetID]].data)
|
||||
pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, pq[PQHandles[assetID]].data.CurrentPacket);
|
||||
|
||||
|
||||
|
||||
|
@ -280,8 +280,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
pq[PQHandles[AssetId]].data.Layers = layers;
|
||||
pq[PQHandles[AssetId]].data.J2KDecode = true;
|
||||
pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
|
||||
lock (pq[PQHandles[AssetId]].data)
|
||||
pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
|
||||
//lock (pq[PQHandles[AssetId]].data)
|
||||
pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
|
||||
|
||||
// Send the first packet
|
||||
pq[PQHandles[AssetId]].data.SendPacket(m_client);
|
||||
|
@ -601,7 +601,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
|
||||
imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
|
||||
System.Console.WriteLine(e.ToString());
|
||||
Console.WriteLine(e.ToString());
|
||||
//m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
|
||||
//m_cancel = true;
|
||||
//m_sending = false;
|
||||
|
@ -639,12 +639,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public int CompareTo(Prio<D> that)
|
||||
{
|
||||
return this.priority.CompareTo(that.priority);
|
||||
return priority.CompareTo(that.priority);
|
||||
}
|
||||
|
||||
public bool Equals(Prio<D> that)
|
||||
{
|
||||
return this.priority == that.priority;
|
||||
return priority == that.priority;
|
||||
}
|
||||
|
||||
public static Prio<D> operator +(Prio<D> tp, int delta)
|
||||
|
|
Loading…
Reference in New Issue