* 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 have0.6.0-stable
parent
16cd6cd82e
commit
93d05b8b1f
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@ -64,7 +64,12 @@ namespace OpenSim.Region.Environment.Modules
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/// XXX This is really a temporary solution to deal with the situation where a client continually requests
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/// the same missing textures
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/// </summary>
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private readonly Dictionary<LLUUID, int> missingTextureRequests = new Dictionary<LLUUID, int>();
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private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>();
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/// <summary>
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/// XXX Also going to record all the textures found and dispatched
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/// </summary>
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private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>();
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private readonly Scene m_scene;
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@ -102,9 +107,11 @@ namespace OpenSim.Region.Environment.Modules
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{
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// If we've already told the client we're missing the texture, then don't ask the
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// asset server for it again - record the fact that it's missing instead.
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if (missingTextureRequests.ContainsKey(e.RequestedAssetID))
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// XXX This is to reduce (but not resolve) a current problem where some clients keep
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// requesting the same textures
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if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID))
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{
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int requests = missingTextureRequests[e.RequestedAssetID] + 1;
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int requests = missingTextureRequestCounts[e.RequestedAssetID] + 1;
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if (requests % 20 == 0)
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{
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@ -113,15 +120,29 @@ namespace OpenSim.Region.Environment.Modules
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requests, e.RequestedAssetID, m_client.AgentId);
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}
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missingTextureRequests[e.RequestedAssetID] = requests;
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missingTextureRequestCounts[e.RequestedAssetID] = requests;
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}
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else
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{
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// Warn the log if we're getting requests for textures we've already dispatched
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if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID))
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{
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int requests = dispatchedTextureRequestCounts[e.RequestedAssetID] + 1;
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if (requests % 20 == 0)
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{
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m_log.WarnFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}",
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requests, e.RequestedAssetID, m_client.AgentId);
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}
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dispatchedTextureRequestCounts[e.RequestedAssetID] = requests;
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}
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//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Adding download stat {0}", e.RequestedAssetID);
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m_scene.AddPendingDownloads(1);
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TextureSender requestHandler =
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new TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
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TextureSender requestHandler = new TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
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m_textureSenders.Add(e.RequestedAssetID, requestHandler);
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m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
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@ -161,12 +182,6 @@ namespace OpenSim.Region.Environment.Modules
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// this on to the TextureSender it will blow up, so just discard for now.
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// Needs investigation.
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if (texture == null || texture.Data == null)
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{
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// We're only going to tell the client once about a missing texture, even if it keeps asking
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// XXX This is to reduce (but not resolve) a current problem where some clients keep requesting the same textures
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// - one might want to do this for all asset requests (or allow a number of retries) in the
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// longer term.
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if (!missingTextureRequests.ContainsKey(textureID))
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{
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}",
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@ -174,8 +189,7 @@ namespace OpenSim.Region.Environment.Modules
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ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
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EnqueueTextureSender(textureNotFoundSender);
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missingTextureRequests.Add(textureID, 1);
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}
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missingTextureRequestCounts.Add(textureID, 1);
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}
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else
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{
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@ -183,6 +197,12 @@ namespace OpenSim.Region.Environment.Modules
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{
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textureSender.TextureReceived(texture);
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EnqueueTextureSender(textureSender);
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// Record the fact that we've put this texture in for dispatch
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if (!dispatchedTextureRequestCounts.ContainsKey(textureID))
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{
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dispatchedTextureRequestCounts.Add(textureID, 1);
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}
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}
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}
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