In the flotasm asset cache, if we get a request for a file that we're actively writing, simply return null instead of first logging an exception.
parent
f8785b5f47
commit
9fee431cc8
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@ -342,10 +342,34 @@ namespace OpenSim.Region.CoreModules.Asset
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/// <returns>An asset retrieved from the file cache. null if there was a problem retrieving an asset.</returns>
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private AssetBase GetFromFileCache(string id)
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{
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AssetBase asset = null;
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string filename = GetFileName(id);
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#if WAIT_ON_INPROGRESS_REQUESTS
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// Check if we're already downloading this asset. If so, try to wait for it to
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// download.
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if (m_WaitOnInprogressTimeout > 0)
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{
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m_RequestsForInprogress++;
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ManualResetEvent waitEvent;
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if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
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{
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waitEvent.WaitOne(m_WaitOnInprogressTimeout);
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return Get(id);
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}
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}
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#else
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// Track how often we have the problem that an asset is requested while
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// it is still being downloaded by a previous request.
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if (m_CurrentlyWriting.Contains(filename))
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{
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m_RequestsForInprogress++;
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return null;
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}
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#endif
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AssetBase asset = null;
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if (File.Exists(filename))
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{
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FileStream stream = null;
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@ -383,28 +407,6 @@ namespace OpenSim.Region.CoreModules.Asset
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}
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}
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#if WAIT_ON_INPROGRESS_REQUESTS
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// Check if we're already downloading this asset. If so, try to wait for it to
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// download.
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if (m_WaitOnInprogressTimeout > 0)
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{
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m_RequestsForInprogress++;
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ManualResetEvent waitEvent;
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if (m_CurrentlyWriting.TryGetValue(filename, out waitEvent))
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{
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waitEvent.WaitOne(m_WaitOnInprogressTimeout);
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return Get(id);
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}
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}
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#else
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// Track how often we have the problem that an asset is requested while
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// it is still being downloaded by a previous request.
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if (m_CurrentlyWriting.Contains(filename))
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{
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m_RequestsForInprogress++;
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}
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#endif
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return asset;
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}
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