disabled AssetDownloadModule and re-enabled the asset download code in the asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
parent
2c65c2da90
commit
70ad5604cd
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@ -69,12 +69,12 @@ namespace OpenSim.Framework.Communications.Cache
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///
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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<LLUUID, AssetRequest> RequestedAssets;
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private Dictionary<LLUUID, 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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/// </summary>
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// private List<AssetRequest> AssetRequests;
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private List<AssetRequest> AssetRequests;
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/// <summary>
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@ -84,7 +84,7 @@ namespace OpenSim.Framework.Communications.Cache
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private readonly IAssetServer m_assetServer;
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// private readonly Thread m_assetCacheThread;
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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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@ -94,7 +94,7 @@ namespace OpenSim.Framework.Communications.Cache
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m_log.InfoFormat("Assets:{0} Textures:{1} RequestLists:{2}",
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Assets.Count,
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Textures.Count,
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// AssetRequests.Count,
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// AssetRequests.Count,
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// RequestedAssets.Count,
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RequestLists.Count);
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@ -150,9 +150,9 @@ namespace OpenSim.Framework.Communications.Cache
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{
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Assets = new Dictionary<LLUUID, AssetInfo>();
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Textures = new Dictionary<LLUUID, TextureImage>();
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// AssetRequests = new List<AssetRequest>();
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AssetRequests = new List<AssetRequest>();
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// RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
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}
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@ -168,18 +168,18 @@ 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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// OpenSim.Framework.ThreadTracker.Add(m_assetCacheThread);
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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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OpenSim.Framework.ThreadTracker.Add(m_assetCacheThread);
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}
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/// <summary>
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/// Process the asset queue which holds data which is packeted up and sent
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/// directly back to the client.
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/// </summary>
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/* public void RunAssetManager()
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public void RunAssetManager()
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{
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while (true)
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{
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@ -193,7 +193,7 @@ namespace OpenSim.Framework.Communications.Cache
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m_log.Error("[ASSET CACHE]: " + e.ToString());
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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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/// Only get an asset if we already have it in the cache.
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@ -449,7 +449,7 @@ namespace OpenSim.Framework.Communications.Cache
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StatsManager.SimExtraStats.AddAsset(assetInf);
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}
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/* if (RequestedAssets.ContainsKey(assetInf.FullID))
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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#if DEBUG
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//m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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@ -461,7 +461,7 @@ namespace OpenSim.Framework.Communications.Cache
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RequestedAssets.Remove(assetInf.FullID);
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AssetRequests.Add(req);
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}*/
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}
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}
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}
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@ -485,6 +485,7 @@ namespace OpenSim.Framework.Communications.Cache
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//texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
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// the lock in the texturedownload module) was trying to
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//request a new asset and hitting a lock in here on the RequestLists.
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List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
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reqList.Requests.Clear();
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@ -541,7 +542,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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/*
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
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/// </summary>
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@ -735,7 +736,7 @@ namespace OpenSim.Framework.Communications.Cache
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{
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}
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}
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*/
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public class AssetInfo : AssetBase
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{
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@ -3564,12 +3564,12 @@ namespace OpenSim.Region.ClientStack
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case PacketType.TransferRequest:
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//Console.WriteLine("ClientView.ProcessPackets.cs:ProcessInPacket() - Got transfer request");
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TransferRequestPacket transfer = (TransferRequestPacket)Pack;
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// m_assetCache.AddAssetRequest(this, transfer);
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handler094 = OnRequestAsset;
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m_assetCache.AddAssetRequest(this, transfer);
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/* handler094 = OnRequestAsset;
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if (handler094 != null)
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{
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handler094(this, transfer);
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}
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}*/
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break;
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case PacketType.AssetUploadRequest:
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AssetUploadRequestPacket request = (AssetUploadRequestPacket)Pack;
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@ -65,17 +65,17 @@ namespace OpenSim.Region.Environment.Modules
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if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
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{
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RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
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scene.EventManager.OnNewClient += NewClient;
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// scene.EventManager.OnNewClient += NewClient;
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}
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if (m_scene == null)
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{
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m_scene = scene;
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m_thread = new Thread(new ThreadStart(RunAssetQueue));
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m_thread.Name = "AssetDownloadQueueThread";
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m_thread.IsBackground = true;
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m_thread.Start();
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OpenSim.Framework.ThreadTracker.Add(m_thread);
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// m_thread = new Thread(new ThreadStart(RunAssetQueue));
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// m_thread.Name = "AssetDownloadQueueThread";
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// m_thread.IsBackground = true;
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// m_thread.Start();
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// OpenSim.Framework.ThreadTracker.Add(m_thread);
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}
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}
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@ -99,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules
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public void NewClient(IClientAPI client)
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{
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client.OnRequestAsset += AddAssetRequest;
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// client.OnRequestAsset += AddAssetRequest;
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}
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/// <summary>
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Reference in New Issue