* minor: tidy up of AssetCache, remove currently pointless storing of thread reference
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0f020a7cd2
commit
52f0c8d15d
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@ -68,7 +68,7 @@ namespace OpenSim.Framework.Communications.Cache
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/// <summary>
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/// Assets requests which are waiting for asset server data. This includes texture requests
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/// </summary>
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private Dictionary<UUID, AssetRequest> RequestedAssets;
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private Dictionary<UUID, AssetRequest> RequestedAssets;
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/// <summary>
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/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
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@ -80,10 +80,11 @@ namespace OpenSim.Framework.Communications.Cache
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/// </summary>
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private Dictionary<UUID, AssetRequestsList> RequestLists;
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/// <summary>
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/// The 'server' from which assets can be requested and to which assets are persisted.
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/// </summary>
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private readonly IAssetServer m_assetServer;
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private readonly Thread m_assetCacheThread;
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/// <summary>
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/// Report statistical data.
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/// </summary>
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@ -175,11 +176,11 @@ namespace OpenSim.Framework.Communications.Cache
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m_assetServer = assetServer;
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m_assetServer.SetReceiver(this);
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m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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m_assetCacheThread.Name = "AssetCacheThread";
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m_assetCacheThread.IsBackground = true;
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m_assetCacheThread.Start();
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ThreadTracker.Add(m_assetCacheThread);
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Thread assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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assetCacheThread.Name = "AssetCacheThread";
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assetCacheThread.IsBackground = true;
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assetCacheThread.Start();
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ThreadTracker.Add(assetCacheThread);
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}
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/// <summary>
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@ -252,7 +253,6 @@ namespace OpenSim.Framework.Communications.Cache
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{
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//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
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// Xantor 20080526:
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// if a request is made for an asset which is not in the cache yet, but has already been requested by
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// something else, queue up the callbacks on that requestor instead of swamping the assetserver
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@ -266,9 +266,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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else
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{
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#if DEBUG
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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#endif
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NewAssetRequest req = new NewAssetRequest(assetId, callback);
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AssetRequestsList requestList;
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@ -389,7 +387,6 @@ namespace OpenSim.Framework.Communications.Cache
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/// real solution here is a much better cache archicture, but
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/// this is a stop gap measure until we have such a thing.
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/// </summary>
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public void ExpireAsset(UUID uuid)
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{
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// uuid is unique, so no need to worry about it showing up
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