move the lock out a bit further in the ProccessAssetCache loop to reduce
the number of times we are going to take this lock in a row (which is just wasted resource), and to keep us from attempting to array access a list which might be changing right now. Extremely curious if this helps prevent some of our mono segfaults.0.6.5-rc1
parent
31bded51fb
commit
7943ae48f5
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@ -515,7 +515,10 @@ namespace OpenSim.Framework.Communications.Cache
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = new AssetInfo(asset);
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req.NumPackets = CalculateNumPackets(asset.Data);
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lock (AssetRequests) AssetRequests.Add(req);
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lock (AssetRequests)
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{
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AssetRequests.Add(req);
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}
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}
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/// <summary>
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@ -536,26 +539,25 @@ namespace OpenSim.Framework.Communications.Cache
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AssetRequest req;
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AssetRequestToClient req2 = new AssetRequestToClient();
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for (int i = 0; i < num; i++)
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lock (AssetRequests)
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{
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lock (AssetRequests)
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for (int i = 0; i < num; i++)
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{
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req = AssetRequests[0];
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AssetRequests.RemoveAt(0);
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req2.AssetInf = req.AssetInf;
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req2.AssetRequestSource = req.AssetRequestSource;
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req2.DataPointer = req.DataPointer;
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req2.DiscardLevel = req.DiscardLevel;
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req2.ImageInfo = req.ImageInfo;
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req2.IsTextureRequest = req.IsTextureRequest;
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req2.NumPackets = req.NumPackets;
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req2.PacketCounter = req.PacketCounter;
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req2.Params = req.Params;
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req2.RequestAssetID = req.RequestAssetID;
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req2.TransferRequestID = req.TransferRequestID;
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req.RequestUser.SendAsset(req2);
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}
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req2.AssetInf = req.AssetInf;
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req2.AssetRequestSource = req.AssetRequestSource;
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req2.DataPointer = req.DataPointer;
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req2.DiscardLevel = req.DiscardLevel;
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req2.ImageInfo = req.ImageInfo;
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req2.IsTextureRequest = req.IsTextureRequest;
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req2.NumPackets = req.NumPackets;
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req2.PacketCounter = req.PacketCounter;
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req2.Params = req.Params;
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req2.RequestAssetID = req.RequestAssetID;
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req2.TransferRequestID = req.TransferRequestID;
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req.RequestUser.SendAsset(req2);
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}
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}
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