Simplify UuidGatherer by performing asset fetch synchronously rather than using the async call but waiting for completion anyway!
parent
d31a951d94
commit
8068c083f6
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@ -57,17 +57,17 @@ namespace OpenSim.Region.Framework.Scenes
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/// Asset cache used for gathering assets
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/// </summary>
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protected IAssetService m_assetCache;
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/// <summary>
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/// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
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/// asset was found by the asset service.
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/// </summary>
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private AssetBase m_requestedObjectAsset;
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/// <summary>
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/// Signal whether we are currently waiting for the asset service to deliver an asset.
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/// </summary>
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private bool m_waitingForObjectAsset;
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// /// <summary>
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// /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate
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// /// asset was found by the asset service.
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// /// </summary>
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// private AssetBase m_requestedObjectAsset;
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//
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// /// <summary>
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// /// Signal whether we are currently waiting for the asset service to deliver an asset.
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// /// </summary>
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// private bool m_waitingForObjectAsset;
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public UuidGatherer(IAssetService assetCache)
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{
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@ -195,18 +195,18 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// The callback made when we request the asset for an object from the asset service.
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/// </summary>
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private void AssetReceived(string id, Object sender, AssetBase asset)
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{
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lock (this)
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{
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m_requestedObjectAsset = asset;
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m_waitingForObjectAsset = false;
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Monitor.Pulse(this);
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}
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}
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// /// <summary>
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// /// The callback made when we request the asset for an object from the asset service.
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// /// </summary>
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// private void AssetReceived(string id, Object sender, AssetBase asset)
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// {
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// lock (this)
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// {
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// m_requestedObjectAsset = asset;
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// m_waitingForObjectAsset = false;
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// Monitor.Pulse(this);
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// }
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// }
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/// <summary>
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/// Get an asset synchronously, potentially using an asynchronous callback. If the
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@ -216,25 +216,29 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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protected virtual AssetBase GetAsset(UUID uuid)
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{
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m_waitingForObjectAsset = true;
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m_assetCache.Get(uuid.ToString(), this, AssetReceived);
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return m_assetCache.Get(uuid.ToString());
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// The asset cache callback can either
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//
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// 1. Complete on the same thread (if the asset is already in the cache) or
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// 2. Come in via a different thread (if we need to go fetch it).
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//
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// The code below handles both these alternatives.
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lock (this)
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{
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if (m_waitingForObjectAsset)
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{
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Monitor.Wait(this);
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m_waitingForObjectAsset = false;
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}
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}
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return m_requestedObjectAsset;
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// XXX: Switching to do this synchronously where the call was async before but we always waited for it
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// to complete anyway!
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// m_waitingForObjectAsset = true;
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// m_assetCache.Get(uuid.ToString(), this, AssetReceived);
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//
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// // The asset cache callback can either
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// //
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// // 1. Complete on the same thread (if the asset is already in the cache) or
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// // 2. Come in via a different thread (if we need to go fetch it).
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// //
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// // The code below handles both these alternatives.
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// lock (this)
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// {
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// if (m_waitingForObjectAsset)
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// {
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// Monitor.Wait(this);
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// m_waitingForObjectAsset = false;
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// }
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// }
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//
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// return m_requestedObjectAsset;
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}
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/// <summary>
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