Region ground texture was not marked as temporary, when being created, and assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
parent
5e7dba7268
commit
75be841839
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@ -139,25 +139,27 @@ namespace OpenSim.Framework.Communications.Cache
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if (asset.Type == 0)
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if (asset.Type == 0)
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{
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{
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//Console.WriteLine("which is a texture");
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//Console.WriteLine("which is a texture");
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if (!this.Textures.ContainsKey(asset.FullID))
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if (!Textures.ContainsKey(asset.FullID))
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{ //texture
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{ //texture
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TextureImage textur = new TextureImage(asset);
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TextureImage textur = new TextureImage(asset);
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this.Textures.Add(textur.FullID, textur);
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Textures.Add(textur.FullID, textur);
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this._assetServer.StoreAndCommitAsset(asset);
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if(!asset.Temporary)
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_assetServer.StoreAndCommitAsset(asset);
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}
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}
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else
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else
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{
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{
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TextureImage textur = new TextureImage(asset);
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TextureImage textur = new TextureImage(asset);
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this.Textures[asset.FullID] = textur;
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Textures[asset.FullID] = textur;
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}
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}
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}
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}
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else
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else
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{
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{
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if (!this.Assets.ContainsKey(asset.FullID))
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if (!Assets.ContainsKey(asset.FullID))
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{
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{
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AssetInfo assetInf = new AssetInfo(asset);
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AssetInfo assetInf = new AssetInfo(asset);
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this.Assets.Add(assetInf.FullID, assetInf);
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Assets.Add(assetInf.FullID, assetInf);
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this._assetServer.StoreAndCommitAsset(asset);
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if (!asset.Temporary)
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_assetServer.StoreAndCommitAsset(asset);
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}
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}
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}
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}
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}
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}
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@ -517,6 +517,7 @@ namespace OpenSim.Region.Environment.Scenes
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asset.Data = data;
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asset.Data = data;
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asset.Name = "terrainImage";
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asset.Name = "terrainImage";
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asset.Type = 0;
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asset.Type = 0;
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asset.Temporary = true;
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commsManager.AssetCache.AddAsset(asset);
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commsManager.AssetCache.AddAsset(asset);
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}
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}
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