* Removing unnecessary LLUUID.Zero check from AssetCache

* This revision also includes a very temporary fix for the fact that NREs are received because of a missing avatar apperance in grid mode
0.6.0-stable
Justin Clarke Casey 2008-05-16 16:37:31 +00:00
parent 6a526fcb6f
commit 772f88d2e5
3 changed files with 69 additions and 65 deletions

View File

@ -371,85 +371,81 @@ namespace OpenSim.Framework.Communications.Cache
// See IAssetReceiver
public void AssetReceived(AssetBase asset, bool IsTexture)
{
if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
{
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
TextureImage image = new TextureImage(asset);
if (!Textures.ContainsKey(image.FullID))
{
TextureImage image = new TextureImage(asset);
if (!Textures.ContainsKey(image.FullID))
{
Textures.Add(image.FullID, image);
Textures.Add(image.FullID, image);
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddTexture(image);
}
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddTexture(image);
}
}
else
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
if (!Assets.ContainsKey(assetInf.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
if (!Assets.ContainsKey(assetInf.FullID))
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
{
Assets.Add(assetInf.FullID, assetInf);
StatsManager.SimExtraStats.AddAsset(assetInf);
}
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddAsset(assetInf);
}
if (RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
req.NumPackets = CalculateNumPackets(assetInf.Data);
if (RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
req.NumPackets = CalculateNumPackets(assetInf.Data);
RequestedAssets.Remove(assetInf.FullID);
AssetRequests.Add(req);
}
RequestedAssets.Remove(assetInf.FullID);
AssetRequests.Add(req);
}
}
}
// Notify requesters for this asset
if (RequestLists.ContainsKey(asset.FullID))
// Notify requesters for this asset
if (RequestLists.ContainsKey(asset.FullID))
{
AssetRequestsList reqList = null;
lock (RequestLists)
{
AssetRequestsList reqList = null;
//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
reqList = RequestLists[asset.FullID];
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
if (reqList != null)
{
//making a copy of the list is not ideal
//but the old method of locking around this whole block of code was causing a multi-thread lock
//between this and the TextureDownloadModule
//while the localAsset thread running this and trying to send a texture to the callback in the
//texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
// the lock in the texturedownload module) was trying to
//request a new asset and hitting a lock in here on the RequestLists.
List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
reqList.Requests.Clear();
lock (RequestLists)
{
//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
reqList = RequestLists[asset.FullID];
// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
RequestLists.Remove(asset.FullID);
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
if (reqList != null)
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
foreach (NewAssetRequest req in theseRequests)
{
//making a copy of the list is not ideal
//but the old method of locking around this whole block of code was causing a multi-thread lock
//between this and the TextureDownloadModule
//while the localAsset thread running this and trying to send a texture to the callback in the
//texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
// the lock in the texturedownload module) was trying to
//request a new asset and hitting a lock in here on the RequestLists.
List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
reqList.Requests.Clear();
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
RequestLists.Remove(asset.FullID);
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
foreach (NewAssetRequest req in theseRequests)
{
req.Callback(asset.FullID, asset);
}
req.Callback(asset.FullID, asset);
}
}
}

View File

@ -41,7 +41,10 @@ namespace OpenSim.Framework
void Close();
}
// could change to delegate?
/// <summary>
/// Implemented by classes which with to asynchronously receive asset data from the asset service
/// </summary>
/// <remarks>could change to delegate?</remarks>
public interface IAssetReceiver
{
/// <summary>
@ -62,4 +65,4 @@ namespace OpenSim.Framework
{
IAssetServer GetAssetServer();
}
}
}

View File

@ -1451,9 +1451,14 @@ namespace OpenSim.Region.Environment.Scenes
///
/// </summary>
public void SendInitialData()
{
{
// justincc - very temporary fix for the fact that m_apperance appears to be null at this point in grid mode
if (null == m_appearance)
m_appearance = new AvatarAppearance();
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
m_pos, m_appearance.Texture.ToBytes(), m_parentID);
if (!m_isChildAgent)
{
m_scene.InformClientOfNeighbours(this);