Enabled the TextureDownloadModule, so that hopefully I might get some feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.

afrisby
MW 2007-12-07 22:47:11 +00:00
parent a71f4c021b
commit 87b337ebf9
4 changed files with 28 additions and 32 deletions

View File

@ -2728,19 +2728,19 @@ namespace OpenSim.Region.ClientStack
for (int i = 0; i < imageRequest.RequestImage.Length; i++) for (int i = 0; i < imageRequest.RequestImage.Length; i++)
{ {
// still working on the Texture download module so for now using old method // still working on the Texture download module so for now using old method
// TextureRequestArgs args = new TextureRequestArgs(); if (OnRequestTexture != null)
// args.RequestedAssetID = imageRequest.RequestImage[i].Image; {
// args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel; TextureRequestArgs args = new TextureRequestArgs();
// args.PacketNumber = imageRequest.RequestImage[i].Packet; args.RequestedAssetID = imageRequest.RequestImage[i].Image;
args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel;
args.PacketNumber = imageRequest.RequestImage[i].Packet;
// if (OnRequestTexture != null) OnRequestTexture(this, args);
// { }
// OnRequestTexture(this, args);
// }
m_assetCache.AddTextureRequest(this, imageRequest.RequestImage[i].Image, // m_assetCache.AddTextureRequest(this, imageRequest.RequestImage[i].Image,
imageRequest.RequestImage[i].Packet, // imageRequest.RequestImage[i].Packet,
imageRequest.RequestImage[i].DiscardLevel); // imageRequest.RequestImage[i].DiscardLevel);
} }
break; break;
case PacketType.TransferRequest: case PacketType.TransferRequest:

View File

@ -80,7 +80,7 @@ namespace OpenSim.Region.Environment.Modules
{ {
if (profile.RootFolder != null) if (profile.RootFolder != null)
{ {
//Todo look up the assetid from the inventory cache (or something) for each itemId that is in AvatarWearingArgs //Todo look up the assetid from the inventory cache for each itemId that is in AvatarWearingArgs
// then store assetid and itemId and wearable type in a database // then store assetid and itemId and wearable type in a database
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{ {

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@ -27,6 +27,7 @@
*/ */
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using libsecondlife; using libsecondlife;
using libsecondlife.Packets; using libsecondlife.Packets;
using Nini.Config; using Nini.Config;
@ -50,13 +51,13 @@ namespace OpenSim.Region.Environment.Modules
private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>(); private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>();
private Dictionary<LLUUID, List<LLUUID>> InProcess = new Dictionary<LLUUID, List<LLUUID>>(); private Dictionary<LLUUID, List<LLUUID>> InProcess = new Dictionary<LLUUID, List<LLUUID>>();
// private Thread m_thread; private Thread m_thread;
public TextureDownloadModule() public TextureDownloadModule()
{ {
// m_thread = new Thread(new ThreadStart(ProcessTextureSenders)); m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
// m_thread.IsBackground = true; m_thread.IsBackground = true;
// m_thread.Start(); m_thread.Start();
} }
public void Initialise(Scene scene, IConfigSource config) public void Initialise(Scene scene, IConfigSource config)
@ -89,7 +90,7 @@ namespace OpenSim.Region.Environment.Modules
public void NewClient(IClientAPI client) public void NewClient(IClientAPI client)
{ {
/* lock (ClientRequests) lock (ClientRequests)
{ {
if (!ClientRequests.ContainsKey(client.AgentId)) if (!ClientRequests.ContainsKey(client.AgentId))
{ {
@ -98,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules
} }
} }
client.OnRequestTexture += TextureRequest; client.OnRequestTexture += TextureRequest;
*/
} }
public void TextureCallback(LLUUID textureID, AssetBase asset) public void TextureCallback(LLUUID textureID, AssetBase asset)

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@ -61,11 +61,6 @@ namespace OpenSim.Region.Environment.Scenes
} }
public void SetID(LLUUID avatarID)
{
m_scenePresenceID = avatarID;
}
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>