* Eliminate the need to copy asset request lists in the asset cache when an asset is received or missing
* Also eliminates a race condition0.6.0-stable
parent
52f0c8d15d
commit
70e8097e31
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@ -46,7 +46,7 @@ namespace OpenSim.Framework.Communications.Cache
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/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
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/// AssetNotFound(), which means they do share the same asset and texture caches.
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///
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/// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
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/// TODO: Assets in this cache are effectively immortal (they are never disposed of through old age).
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/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
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/// but it's something to bear in mind.
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/// </summary>
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@ -206,24 +206,9 @@ namespace OpenSim.Framework.Communications.Cache
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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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/// </summary>
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/// <param name="assetId"></param></param>
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/// <returns></returns>
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//private AssetBase GetCachedAsset(UUID assetId)
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//{
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// AssetBase asset = null;
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// if (Textures.ContainsKey(assetId))
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// {
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// asset = Textures[assetId];
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// }
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// else if (Assets.ContainsKey(assetId))
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// {
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// asset = Assets[assetId];
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// }
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// return asset;
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//}
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/// <param name="assetId"></param>
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/// <param name="asset"></param>
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/// <returns>true if the asset was in the cache, false if it was not</returns>
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private bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
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{
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if (Textures.ContainsKey(assetId))
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@ -451,42 +436,21 @@ namespace OpenSim.Framework.Communications.Cache
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}
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// Notify requesters for this asset
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if (RequestLists.ContainsKey(asset.FullID))
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AssetRequestsList reqList = null;
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lock (RequestLists)
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{
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AssetRequestsList reqList = null;
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lock (RequestLists)
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if (RequestLists.TryGetValue(asset.FullID, out reqList))
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RequestLists.Remove(asset.FullID);
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}
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if (reqList != null)
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{
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foreach (NewAssetRequest req in reqList.Requests)
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{
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//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
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reqList = RequestLists[asset.FullID];
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}
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//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
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if (reqList != null)
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{
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//making a copy of the list is not ideal
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//but the old method of locking around this whole block of code was causing a multi-thread lock
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//between this and the TextureDownloadModule
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//while the localAsset thread running this and trying to send a texture to the callback in the
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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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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
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RequestLists.Remove(asset.FullID);
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}
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//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
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foreach (NewAssetRequest req in theseRequests)
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{
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// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
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// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
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req.Callback(asset.FullID, asset);
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}
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// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
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// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
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req.Callback(asset.FullID, asset);
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}
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}
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}
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@ -509,27 +473,13 @@ namespace OpenSim.Framework.Communications.Cache
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AssetRequestsList reqList = null;
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
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if (RequestLists.ContainsKey(assetID))
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{
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reqList = RequestLists[assetID];
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}
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if (RequestLists.TryGetValue(assetID, out reqList))
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RequestLists.Remove(assetID);
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}
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// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
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if (reqList != null)
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{
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List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
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reqList.Requests.Clear();
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
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RequestLists.Remove(assetID);
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}
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// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
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foreach (NewAssetRequest req in theseRequests)
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foreach (NewAssetRequest req in reqList.Requests)
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{
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req.Callback(assetID, null);
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}
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@ -578,6 +528,7 @@ namespace OpenSim.Framework.Communications.Cache
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source = 3;
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//Console.WriteLine("asset request " + requestID);
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}
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//check to see if asset is in local cache, if not we need to request it from asset server.
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//Console.WriteLine("asset request " + requestID);
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if (!Assets.ContainsKey(requestID))
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@ -636,6 +587,7 @@ namespace OpenSim.Framework.Communications.Cache
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//no requests waiting
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return;
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}
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// if less than 5, do all of them
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int num = Math.Min(5, AssetRequests.Count);
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@ -688,18 +640,10 @@ namespace OpenSim.Framework.Communications.Cache
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//public bool AssetInCache;
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//public int TimeRequested;
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public int DiscardLevel = -1;
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public AssetRequest()
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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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public AssetInfo()
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{
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}
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public AssetInfo(AssetBase aBase)
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{
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Data = aBase.Data;
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@ -712,10 +656,6 @@ namespace OpenSim.Framework.Communications.Cache
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public class TextureImage : AssetBase
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{
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public TextureImage()
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{
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}
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public TextureImage(AssetBase aBase)
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{
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Data = aBase.Data;
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