* re-enabled AssetNotFound code
* turned script asset fetching asynchronousThreadPoolClientBranch
parent
4c2e304ce6
commit
4c6e5a5090
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@ -457,21 +457,22 @@ namespace OpenSim.Framework.Communications.Cache
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public void AssetNotFound(LLUUID assetID)
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public void AssetNotFound(LLUUID assetID)
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{
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{
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m_log.ErrorFormat("[ASSET CACHE]: Unhandled AssetNotFound for {0}", assetID);
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//m_log.ErrorFormat("[ASSET CACHE]: Unhandled AssetNotFound for {0}", assetID);
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//if (this.RequestedTextures.ContainsKey(assetID))
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AssetRequest req;
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//{
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// m_log.WarnFormat("[ASSET CACHE]: sending image not found for {0}", assetID);
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if (RequestedTextures.TryGetValue(assetID, out req))
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// AssetRequest req = this.RequestedTextures[assetID];
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{
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// ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket();
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m_log.WarnFormat("[ASSET CACHE]: sending image not found for {0}", assetID);
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// notFound.ImageID.ID = assetID;
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ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket();
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// req.RequestUser.OutPacket(notFound);
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notFound.ImageID.ID = assetID;
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// this.RequestedTextures.Remove(assetID);
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req.RequestUser.OutPacket(notFound, ThrottleOutPacketType.Unknown);
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//}
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RequestedTextures.Remove(assetID);
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//else
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}
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//{
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else
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// m_log.ErrorFormat("[ASSET CACHE]: Cound not send image not found for {0}", assetID);
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{
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//}
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m_log.ErrorFormat("[ASSET CACHE]: Asset [{0}] not found, but couldn't find any users to send to ", assetID);
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}
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}
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}
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private int CalculateNumPackets(byte[] data)
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private int CalculateNumPackets(byte[] data)
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@ -33,6 +33,7 @@ using System.Xml.Serialization;
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using libsecondlife;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes.Scripting;
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using OpenSim.Region.Environment.Scenes.Scripting;
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@ -155,25 +156,27 @@ namespace OpenSim.Region.Environment.Scenes
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if (!((m_parentGroup.Scene.RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipScripts) == Simulator.RegionFlags.SkipScripts))
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if (!((m_parentGroup.Scene.RegionInfo.EstateSettings.regionFlags & Simulator.RegionFlags.SkipScripts) == Simulator.RegionFlags.SkipScripts))
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{
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{
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AssetBase rezAsset = m_parentGroup.Scene.AssetCache.GetAsset(item.AssetID, false);
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AssetCache cache = m_parentGroup.Scene.AssetCache;
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if (rezAsset != null)
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cache.GetAsset(item.AssetID, delegate(LLUUID assetID, AssetBase asset)
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{
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{
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if (asset.FullID == LLUUID.Zero)
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string script = Helpers.FieldToUTF8String(rezAsset.Data);
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m_parentGroup.Scene.EventManager.TriggerRezScript(LocalID, item.ItemID, script);
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m_parentGroup.AddActiveScriptCount(1);
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}
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else
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{
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{
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m_log.ErrorFormat(
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m_log.ErrorFormat(
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"[PRIMINVENTORY]: " +
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"[PRIMINVENTORY]: " +
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"Couldn't start script {0}, {1} since asset ID {2} could not be found",
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"Couldn't start script {0}, {1} since asset ID {2} could not be found",
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item.Name, item.ItemID, item.AssetID);
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item.Name, item.ItemID, item.AssetID);
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}
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}
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}
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else
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{
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string script = Helpers.FieldToUTF8String(asset.Data);
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m_parentGroup.Scene.EventManager.TriggerRezScript(LocalID,item.ItemID,script);
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m_parentGroup.AddActiveScriptCount(1);
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ScheduleFullUpdate();
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ScheduleFullUpdate();
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}
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}
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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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/// Start a script which is in this prim's inventory.
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/// Start a script which is in this prim's inventory.
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