From 52f0c8d15d0d8a43a809d0f94f96dd115a6d3766 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Sun, 21 Sep 2008 17:49:52 +0000 Subject: [PATCH] * minor: tidy up of AssetCache, remove currently pointless storing of thread reference --- .../Communications/Cache/AssetCache.cs | 21 ++++++++----------- 1 file changed, 9 insertions(+), 12 deletions(-) diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index 3e88eba699..c6f41a6a4a 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs @@ -68,7 +68,7 @@ namespace OpenSim.Framework.Communications.Cache /// /// Assets requests which are waiting for asset server data. This includes texture requests /// - private Dictionary RequestedAssets; + private Dictionary RequestedAssets; /// /// Asset requests with data which are ready to be sent back to requesters. This includes textures. @@ -80,10 +80,11 @@ namespace OpenSim.Framework.Communications.Cache /// private Dictionary RequestLists; + /// + /// The 'server' from which assets can be requested and to which assets are persisted. + /// private readonly IAssetServer m_assetServer; - private readonly Thread m_assetCacheThread; - /// /// Report statistical data. /// @@ -175,11 +176,11 @@ namespace OpenSim.Framework.Communications.Cache m_assetServer = assetServer; m_assetServer.SetReceiver(this); - m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); - m_assetCacheThread.Name = "AssetCacheThread"; - m_assetCacheThread.IsBackground = true; - m_assetCacheThread.Start(); - ThreadTracker.Add(m_assetCacheThread); + Thread assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); + assetCacheThread.Name = "AssetCacheThread"; + assetCacheThread.IsBackground = true; + assetCacheThread.Start(); + ThreadTracker.Add(assetCacheThread); } /// @@ -252,7 +253,6 @@ namespace OpenSim.Framework.Communications.Cache { //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId); - // Xantor 20080526: // if a request is made for an asset which is not in the cache yet, but has already been requested by // something else, queue up the callbacks on that requestor instead of swamping the assetserver @@ -266,9 +266,7 @@ namespace OpenSim.Framework.Communications.Cache } else { -#if DEBUG // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); -#endif NewAssetRequest req = new NewAssetRequest(assetId, callback); AssetRequestsList requestList; @@ -389,7 +387,6 @@ namespace OpenSim.Framework.Communications.Cache /// real solution here is a much better cache archicture, but /// this is a stop gap measure until we have such a thing. /// - public void ExpireAsset(UUID uuid) { // uuid is unique, so no need to worry about it showing up