* Add comments and slight corrections to ClientView.AgentTextureCached
* Reduce 'asset not found' console debug spam0.6.0-stable
parent
fc551ef127
commit
42123770de
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@ -77,7 +77,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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else
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{
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m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID);
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//m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID);
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m_receiver.AssetNotFound(req.AssetID);
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}
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@ -138,7 +138,7 @@ namespace OpenSim.Framework.Communications.Cache
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m_assetRequests.Enqueue(req);
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#if DEBUG
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m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
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//m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
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#endif
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}
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@ -240,7 +240,7 @@ namespace OpenSim.Framework.Communications
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}
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}
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realuri = sb.ToString();
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m_log.InfoFormat("[REST]: RestURL: {0}", realuri);
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//m_log.InfoFormat("[REST CLIENT]: RestURL: {0}", realuri);
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return new Uri(sb.ToString());
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}
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@ -443,4 +443,4 @@ namespace OpenSim.Framework.Communications
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#endregion Async Invocation
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}
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}
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}
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@ -2329,10 +2329,19 @@ namespace OpenSim.Region.ClientStack
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return true;
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}
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/// <summary>
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/// Send a response back to a client when it asks the asset server (via the region server) if it has
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/// its appearance texture cached.
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///
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/// At the moment, we always reply that there is no cached texture.
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/// </summary>
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/// <param name="simclient"></param>
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/// <param name="packet"></param>
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/// <returns></returns>
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protected bool AgentTextureCached(IClientAPI simclient, Packet packet)
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{
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//System.Console.WriteLine("texture cached: " + packet.ToString());
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AgentCachedTexturePacket chechedtex = (AgentCachedTexturePacket)packet;
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AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet;
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AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
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// TODO: don't create new blocks if recycling an old packet
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cachedresp.AgentData.AgentID = AgentId;
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@ -2340,12 +2349,12 @@ namespace OpenSim.Region.ClientStack
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cachedresp.AgentData.SerialNum = m_cachedTextureSerial;
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m_cachedTextureSerial++;
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cachedresp.WearableData =
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new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length];
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new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length];
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for (int i = 0; i < chechedtex.WearableData.Length; i++)
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for (int i = 0; i < cachedtex.WearableData.Length; i++)
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{
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i].TextureIndex = chechedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].TextureID = LLUUID.Zero;
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cachedresp.WearableData[i].HostName = new byte[0];
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}
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@ -85,7 +85,7 @@ namespace OpenSim.Region.Environment.Modules
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// XXX Temporarily disabling as this appears to be causing client crashes on at least
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// 1.19.0(5) of the Linden Second Life client.
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// m_client.OutPacket(notFound, ThrottleOutPacketType.Unknown);
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// m_client.OutPacket(notFound, ThrottleOutPacketType.Texture);
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return true;
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}
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@ -139,8 +139,8 @@ namespace OpenSim.Region.Environment.Modules
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if (texture == null || texture.Data == null)
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{
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}",
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textureID);
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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}",
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textureID, m_client.AgentId);
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ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
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EnqueueTextureSender(textureNotFoundSender);
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