* Print a warning every 20 times a client requests a texture that it should already have received

* The warning will be 
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
0.6.0-stable
Justin Clarke Casey 2008-03-19 14:38:58 +00:00
parent 16cd6cd82e
commit 93d05b8b1f
1 changed files with 43 additions and 23 deletions

View File

@ -64,7 +64,12 @@ namespace OpenSim.Region.Environment.Modules
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
private readonly Dictionary<LLUUID, int> missingTextureRequests = new Dictionary<LLUUID, int>();
private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>();
/// <summary>
/// XXX Also going to record all the textures found and dispatched
/// </summary>
private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>();
private readonly Scene m_scene;
@ -102,9 +107,11 @@ namespace OpenSim.Region.Environment.Modules
{
// If we've already told the client we're missing the texture, then don't ask the
// asset server for it again - record the fact that it's missing instead.
if (missingTextureRequests.ContainsKey(e.RequestedAssetID))
// XXX This is to reduce (but not resolve) a current problem where some clients keep
// requesting the same textures
if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID))
{
int requests = missingTextureRequests[e.RequestedAssetID] + 1;
int requests = missingTextureRequestCounts[e.RequestedAssetID] + 1;
if (requests % 20 == 0)
{
@ -113,15 +120,29 @@ namespace OpenSim.Region.Environment.Modules
requests, e.RequestedAssetID, m_client.AgentId);
}
missingTextureRequests[e.RequestedAssetID] = requests;
missingTextureRequestCounts[e.RequestedAssetID] = requests;
}
else
{
// Warn the log if we're getting requests for textures we've already dispatched
if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID))
{
int requests = dispatchedTextureRequestCounts[e.RequestedAssetID] + 1;
if (requests % 20 == 0)
{
m_log.WarnFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}",
requests, e.RequestedAssetID, m_client.AgentId);
}
dispatchedTextureRequestCounts[e.RequestedAssetID] = requests;
}
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Adding download stat {0}", e.RequestedAssetID);
m_scene.AddPendingDownloads(1);
TextureSender requestHandler =
new TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
TextureSender requestHandler = new TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
@ -161,12 +182,6 @@ namespace OpenSim.Region.Environment.Modules
// this on to the TextureSender it will blow up, so just discard for now.
// Needs investigation.
if (texture == null || texture.Data == null)
{
// We're only going to tell the client once about a missing texture, even if it keeps asking
// XXX This is to reduce (but not resolve) a current problem where some clients keep requesting the same textures
// - one might want to do this for all asset requests (or allow a number of retries) in the
// longer term.
if (!missingTextureRequests.ContainsKey(textureID))
{
m_log.DebugFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}",
@ -174,8 +189,7 @@ namespace OpenSim.Region.Environment.Modules
ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
EnqueueTextureSender(textureNotFoundSender);
missingTextureRequests.Add(textureID, 1);
}
missingTextureRequestCounts.Add(textureID, 1);
}
else
{
@ -183,6 +197,12 @@ namespace OpenSim.Region.Environment.Modules
{
textureSender.TextureReceived(texture);
EnqueueTextureSender(textureSender);
// Record the fact that we've put this texture in for dispatch
if (!dispatchedTextureRequestCounts.ContainsKey(textureID))
{
dispatchedTextureRequestCounts.Add(textureID, 1);
}
}
}