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.
parent
a71f4c021b
commit
87b337ebf9
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@ -2728,19 +2728,19 @@ namespace OpenSim.Region.ClientStack
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for (int i = 0; i < imageRequest.RequestImage.Length; i++)
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{
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// still working on the Texture download module so for now using old method
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// TextureRequestArgs args = new TextureRequestArgs();
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// args.RequestedAssetID = imageRequest.RequestImage[i].Image;
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// args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel;
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// args.PacketNumber = imageRequest.RequestImage[i].Packet;
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if (OnRequestTexture != null)
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{
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TextureRequestArgs args = new TextureRequestArgs();
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args.RequestedAssetID = imageRequest.RequestImage[i].Image;
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args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel;
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args.PacketNumber = imageRequest.RequestImage[i].Packet;
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// if (OnRequestTexture != null)
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// {
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// OnRequestTexture(this, args);
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// }
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OnRequestTexture(this, args);
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}
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m_assetCache.AddTextureRequest(this, imageRequest.RequestImage[i].Image,
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imageRequest.RequestImage[i].Packet,
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imageRequest.RequestImage[i].DiscardLevel);
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// m_assetCache.AddTextureRequest(this, imageRequest.RequestImage[i].Image,
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// imageRequest.RequestImage[i].Packet,
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// imageRequest.RequestImage[i].DiscardLevel);
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}
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break;
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case PacketType.TransferRequest:
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@ -80,7 +80,7 @@ namespace OpenSim.Region.Environment.Modules
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{
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if (profile.RootFolder != null)
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{
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//Todo look up the assetid from the inventory cache (or something) for each itemId that is in AvatarWearingArgs
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//Todo look up the assetid from the inventory cache for each itemId that is in AvatarWearingArgs
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// then store assetid and itemId and wearable type in a database
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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@ -27,6 +27,7 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.Packets;
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using Nini.Config;
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@ -50,13 +51,13 @@ namespace OpenSim.Region.Environment.Modules
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private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>();
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private Dictionary<LLUUID, List<LLUUID>> InProcess = new Dictionary<LLUUID, List<LLUUID>>();
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// private Thread m_thread;
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private Thread m_thread;
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public TextureDownloadModule()
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{
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// m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
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// m_thread.IsBackground = true;
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// m_thread.Start();
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m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
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m_thread.IsBackground = true;
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m_thread.Start();
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}
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public void Initialise(Scene scene, IConfigSource config)
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@ -89,7 +90,7 @@ namespace OpenSim.Region.Environment.Modules
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public void NewClient(IClientAPI client)
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{
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/* lock (ClientRequests)
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lock (ClientRequests)
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{
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if (!ClientRequests.ContainsKey(client.AgentId))
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{
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@ -98,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules
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}
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}
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client.OnRequestTexture += TextureRequest;
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*/
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}
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public void TextureCallback(LLUUID textureID, AssetBase asset)
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@ -61,11 +61,6 @@ namespace OpenSim.Region.Environment.Scenes
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}
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public void SetID(LLUUID avatarID)
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{
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m_scenePresenceID = avatarID;
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}
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/// <summary>
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///
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/// </summary>
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