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.

afrisby
Tleiades Hax 2007-10-26 13:12:49 +00:00
parent 5e7dba7268
commit 75be841839
2 changed files with 10 additions and 7 deletions

View File

@ -139,25 +139,27 @@ namespace OpenSim.Framework.Communications.Cache
if (asset.Type == 0)
{
//Console.WriteLine("which is a texture");
if (!this.Textures.ContainsKey(asset.FullID))
if (!Textures.ContainsKey(asset.FullID))
{ //texture
TextureImage textur = new TextureImage(asset);
this.Textures.Add(textur.FullID, textur);
this._assetServer.StoreAndCommitAsset(asset);
Textures.Add(textur.FullID, textur);
if(!asset.Temporary)
_assetServer.StoreAndCommitAsset(asset);
}
else
{
TextureImage textur = new TextureImage(asset);
this.Textures[asset.FullID] = textur;
Textures[asset.FullID] = textur;
}
}
else
{
if (!this.Assets.ContainsKey(asset.FullID))
if (!Assets.ContainsKey(asset.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
this._assetServer.StoreAndCommitAsset(asset);
Assets.Add(assetInf.FullID, assetInf);
if (!asset.Temporary)
_assetServer.StoreAndCommitAsset(asset);
}
}
}

View File

@ -517,6 +517,7 @@ namespace OpenSim.Region.Environment.Scenes
asset.Data = data;
asset.Name = "terrainImage";
asset.Type = 0;
asset.Temporary = true;
commsManager.AssetCache.AddAsset(asset);
}