* In the most basic situations, ClientView and ScenePresence no longer leak memory
* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawpThreadPoolClientBranch
parent
2dc94870aa
commit
a50a8376d6
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@ -51,10 +51,10 @@ namespace OpenSim.Region.ClientStack
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/// </summary>
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public class ClientView : IClientAPI
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{
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~ClientView()
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{
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System.Console.WriteLine("[CLIENTVIEW]: Destructor called");
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}
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// ~ClientView()
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// {
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// System.Console.WriteLine("[CLIENTVIEW]: Destructor called");
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// }
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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@ -146,9 +146,12 @@ namespace OpenSim.Region.Environment.Modules
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public void ProcessTextureSenders()
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{
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TextureSender sender = null;
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while (true)
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{
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TextureSender sender = m_queueSenders.Dequeue();
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sender = m_queueSenders.Dequeue();
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if (sender.Cancel)
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{
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TextureSent(sender);
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@ -168,7 +171,10 @@ namespace OpenSim.Region.Environment.Modules
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}
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}
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m_log.Info(String.Format("[TEXTURE DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count()));
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// Make sure that any sender we currently have can get garbage collected
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sender = null;
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//m_log.Info(String.Format("[TEXTURE DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count()));
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}
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}
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@ -104,9 +104,9 @@ namespace OpenSim.Region.Environment.Modules
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EnqueueTextureSender(textureSender);
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}
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m_log.Info(String.Format("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID));
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//m_log.Info(String.Format("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID));
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m_textureSenders.Remove(textureID);
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m_log.Info(String.Format("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count));
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//m_log.Info(String.Format("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count));
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}
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else
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{
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@ -39,10 +39,10 @@ namespace OpenSim.Region.Environment.Scenes
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{
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public class ScenePresence : EntityBase
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{
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~ScenePresence()
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{
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System.Console.WriteLine("[ScenePresence] Destructor called");
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}
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// ~ScenePresence()
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// {
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// System.Console.WriteLine("[ScenePresence] Destructor called");
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// }
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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