From: Alan Webb <alan_webb@us.ibm.com>
Changes to AssetCache and DynamicTextureModule to eliminate opportunities for lost texture updates.0.6.5-rc1
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commit
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@ -350,7 +350,7 @@ namespace OpenSim.Framework.Communications.Cache
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// If it's a direct request for a script, drop it
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// because it's a hacked client
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if (req.AssetRequestSource != 2 || assetInf.Type != 10)
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AssetRequests.Add(req);
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lock(AssetRequests) AssetRequests.Add(req);
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}
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}
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@ -487,7 +487,7 @@ namespace OpenSim.Framework.Communications.Cache
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = new AssetInfo(asset);
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req.NumPackets = CalculateNumPackets(asset.Data);
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AssetRequests.Add(req);
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lock(AssetRequests) AssetRequests.Add(req);
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}
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/// <summary>
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@ -506,16 +506,16 @@ namespace OpenSim.Framework.Communications.Cache
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int num = Math.Min(5, AssetRequests.Count);
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AssetRequest req;
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AssetRequestToClient req2 = null;
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AssetRequestToClient req2 = new AssetRequestToClient();
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for (int i = 0; i < num; i++)
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{
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req = AssetRequests[i];
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if (req2 == null)
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lock(AssetRequests)
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{
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req2 = new AssetRequestToClient();
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req = AssetRequests[0];
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AssetRequests.RemoveAt(0);
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}
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// Trying to limit memory usage by only creating AssetRequestToClient if needed
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req2.AssetInf = req.AssetInf;
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req2.AssetRequestSource = req.AssetRequestSource;
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req2.DataPointer = req.DataPointer;
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@ -528,13 +528,9 @@ namespace OpenSim.Framework.Communications.Cache
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req2.RequestAssetID = req.RequestAssetID;
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req2.TransferRequestID = req.TransferRequestID;
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req.RequestUser.SendAsset(req2);
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}
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//remove requests that have been completed
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for (int i = 0; i < num; i++)
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{
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AssetRequests.RemoveAt(0);
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}
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}
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public class AssetRequest
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@ -65,16 +65,38 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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/// <param name="id"></param>
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/// <param name="data"></param>
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public void ReturnData(UUID id, byte[] data)
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{
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DynamicTextureUpdater updater = null;
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lock(Updaters)
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{
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if (Updaters.ContainsKey(id))
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{
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DynamicTextureUpdater updater = Updaters[id];
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updater = Updaters[id];
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}
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}
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if(updater != null)
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{
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if (RegisteredScenes.ContainsKey(updater.SimUUID))
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{
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Scene scene = RegisteredScenes[updater.SimUUID];
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updater.DataReceived(data, scene);
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}
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}
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if(updater.UpdateTimer == 0)
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{
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lock(Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Remove(updater.UpdaterID);
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}
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}
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}
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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@ -101,10 +123,13 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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lock(Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Add(updater.UpdaterID, updater);
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}
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}
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RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams);
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return updater.UpdaterID;
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@ -134,10 +159,13 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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lock(Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Add(updater.UpdaterID, updater);
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}
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}
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RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
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return updater.UpdaterID;
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@ -270,7 +298,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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// remove the old asset from the cache
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UUID oldID = tmptex.DefaultTexture.TextureID;
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scene.CommsManager.AssetCache.ExpireAsset(oldID);
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tmptex.DefaultTexture.TextureID = asset.FullID;
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// I'm pretty sure we always want to force this to true
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@ -278,6 +305,9 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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part.Shape.Textures = tmptex;
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part.ScheduleFullUpdate();
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scene.CommsManager.AssetCache.ExpireAsset(oldID);
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}
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private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
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