Assets and the asset cache should be working when run in grid mode (but needs testing), now just need to implement a local assetserver.
parent
b7d9de1b40
commit
c1b8283ad1
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim;
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@ -37,7 +38,7 @@ namespace OpenSim.Assets
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/// <summary>
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/// Manages local cache of assets and their sending to viewers.
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/// </summary>
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public class AssetCache : IAssetReceived
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public class AssetCache : IAssetReceiver
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{
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public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
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public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
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@ -45,10 +46,11 @@ namespace OpenSim.Assets
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public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
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public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
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public List<AssetRequest> RequestedAssets = new List<AssetRequest>(); //Assets requested from the asset server
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public List<AssetRequest> RequestedTextures = new List<AssetRequest>(); //Textures requested from the asset server
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public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
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public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
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private IAssetServer _assetServer;
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private Thread _assetCacheThread;
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/// <summary>
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///
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@ -57,6 +59,9 @@ namespace OpenSim.Assets
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{
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_assetServer = assetServer;
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_assetServer.SetReceiver(this);
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this._assetCacheThread = new Thread( new ThreadStart(RunAssetManager));
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this._assetCacheThread.IsBackground = true;
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this._assetCacheThread.Start();
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}
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/// <summary>
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@ -64,8 +69,10 @@ namespace OpenSim.Assets
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/// </summary>
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private void RunAssetManager()
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{
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//should be running in its own thread
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this.ProcessAssetQueue();
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this.ProcessTextureQueue();
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Thread.Sleep(100);
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}
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/// <summary>
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@ -79,7 +86,6 @@ namespace OpenSim.Assets
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return;
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}
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int num;
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//should be running in its own thread but for now is called by timer
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if(this.TextureRequests.Count < 5)
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{
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@ -157,12 +163,36 @@ namespace OpenSim.Assets
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}
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}
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public void AssetReceived(AssetBase asset)
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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//check if it is a texture or not
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//then add to the correct cache list
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//then check for waiting requests for this asset/texture (in the Requested lists)
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//and move those requests into the Requests list.
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if(IsTexture)
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{
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TextureImage image = new TextureImage(asset);
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this.Textures.Add(image.FullID, image);
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if(this.RequestedTextures.ContainsKey(image.FullID))
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{
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AssetRequest req = this.RequestedTextures[image.FullID];
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req.ImageInfo = image;
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this.RequestedTextures.Remove(image.FullID);
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this.TextureRequests.Add(req);
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}
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}
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else
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{
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AssetInfo assetInf = new AssetInfo(asset);
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this.Assets.Add(assetInf.FullID, assetInf);
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if(this.RequestedAssets.ContainsKey(assetInf.FullID))
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{
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AssetRequest req = this.RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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this.RequestedAssets.Remove(assetInf.FullID);
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this.AssetRequests.Add(req);
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}
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}
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}
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public void AssetNotFound(AssetBase asset)
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@ -187,16 +217,34 @@ namespace OpenSim.Assets
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// so request from asset server
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestImage = requestID;
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this.AssetRequests.Add(request);
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this._assetServer.RequestAsset(requestID);
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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this.RequestedAssets.Add(requestID,request);
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this._assetServer.RequestAsset(requestID, false);
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return;
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}
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//it is in our cache
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AssetInfo info = this.Assets[requestID];
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AssetInfo asset = this.Assets[requestID];
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//work out how many packets it should be sent in
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// and add to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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req.AssetInf = asset;
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if(asset.Data.LongLength>600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(asset.Data.Length-600+999)/1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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this.AssetRequests.Add(req);
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}
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/// <summary>
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@ -204,6 +252,77 @@ namespace OpenSim.Assets
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/// </summary>
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private void ProcessAssetQueue()
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{
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if(this.AssetRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
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int num;
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if(this.AssetRequests.Count < 5)
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{
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//lower than 5 so do all of them
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num = this.AssetRequests.Count;
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}
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else
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{
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num=5;
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}
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AssetRequest req;
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for(int i = 0; i < num; i++)
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{
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req=(AssetRequest)this.AssetRequests[i];
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = 0;
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Transfer.TransferInfo.TargetType = 0;
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Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
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Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
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Transfer.TransferInfo.TransferID = req.TransferRequestID;
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req.RequestUser.OutPacket(Transfer);
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if(req.NumPackets == 1)
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{
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 0;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID=req.TransferRequestID;
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TransferPacket.TransferData.Data = req.AssetInf.Data;
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TransferPacket.TransferData.Status = 1;
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req.RequestUser.OutPacket(TransferPacket);
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}
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else
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{
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//more than one packet so split file up , for now it can't be bigger than 2000 bytes
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 0;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID=req.TransferRequestID;
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byte[] chunk = new byte[1000];
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Array.Copy(req.AssetInf.Data,chunk,1000);
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TransferPacket.TransferData.Data = chunk;
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TransferPacket.TransferData.Status = 0;
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req.RequestUser.OutPacket(TransferPacket);
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TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 1;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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byte[] chunk1 = new byte[(req.AssetInf.Data.Length-1000)];
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Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
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TransferPacket.TransferData.Data = chunk1;
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TransferPacket.TransferData.Status = 1;
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req.RequestUser.OutPacket(TransferPacket);
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}
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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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this.AssetRequests.RemoveAt(i);
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}
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}
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@ -223,15 +342,17 @@ namespace OpenSim.Assets
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//not is cache so request from asset server
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestImage = imageID;
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this.TextureRequests.Add(request);
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this._assetServer.RequestAsset(imageID);
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request.RequestAssetID = imageID;
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request.IsTextureRequest = true;
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this.RequestedTextures.Add(imageID, request);
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this._assetServer.RequestAsset(imageID, true);
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return;
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}
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TextureImage imag = this.Textures[imageID];
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestImage = imageID;
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req.RequestAssetID = imageID;
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req.IsTextureRequest = true;
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req.ImageInfo = imag;
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if(imag.Data.LongLength>600)
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@ -253,12 +374,14 @@ namespace OpenSim.Assets
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public class AssetRequest
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{
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public OpenSimClient RequestUser;
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public LLUUID RequestImage;
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public LLUUID RequestAssetID;
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public AssetInfo AssetInf;
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public TextureImage ImageInfo;
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public LLUUID TransferRequestID;
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public long DataPointer = 0;
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public int NumPackets = 0;
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public int PacketCounter = 0;
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public bool IsTextureRequest;
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//public bool AssetInCache;
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//public int TimeRequested;
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@ -289,6 +412,16 @@ namespace OpenSim.Assets
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{
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}
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public AssetInfo(AssetBase aBase)
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{
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Data= aBase.Data;
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FullID = aBase.FullID;
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Type = aBase.Type;
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InvType = aBase.InvType;
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Name= aBase.Name;
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Description = aBase.Description;
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}
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}
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public class TextureImage : AssetBase
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{
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}
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public TextureImage(AssetBase aBase)
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{
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Data= aBase.Data;
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FullID = aBase.FullID;
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Type = aBase.Type;
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InvType = aBase.InvType;
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Name= aBase.Name;
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Description = aBase.Description;
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}
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}
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}
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@ -26,6 +26,10 @@
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*/
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using System;
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using System.Net;
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using System.Net.Sockets;
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using System.IO;
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using System.Threading;
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using libsecondlife;
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using OpenSim.Assets;
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/// </summary>
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public class LocalAssetServer : IAssetServer
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{
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private IAssetReceiver _receiver;
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private BlockingQueue<ARequest> _assetRequests;
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public LocalAssetServer()
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{
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this._assetRequests = new BlockingQueue<ARequest>();
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}
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public void SetReceiver(IAssetReceived receiver)
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public void SetReceiver(IAssetReceiver receiver)
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{
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this._receiver = receiver;
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}
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public void RequestAsset(LLUUID assetID)
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public void RequestAsset(LLUUID assetID, bool isTexture)
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{
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ARequest req = new ARequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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this._assetRequests.Enqueue(req);
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}
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public void UpdateAsset(AssetBase asset)
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{
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}
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public void UploadNewAsset(AssetBase asset)
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{
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}
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private void RunRequests()
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{
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while(true)
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{
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}
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}
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}
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public class RemoteAssetServer : IAssetServer
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{
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private IAssetReceiver _receiver;
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private BlockingQueue<ARequest> _assetRequests;
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private Thread _remoteAssetServerThread;
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public RemoteAssetServer()
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{
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this._assetRequests = new BlockingQueue<ARequest>();
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this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests));
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this._remoteAssetServerThread.IsBackground = true;
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this._remoteAssetServerThread.Start();
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}
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public void SetReceiver(IAssetReceiver receiver)
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{
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this._receiver = receiver;
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}
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public void RequestAsset(LLUUID assetID, bool isTexture)
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{
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ARequest req = new ARequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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this._assetRequests.Enqueue(req);
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}
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public void UpdateAsset(AssetBase asset)
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{
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}
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public void UploadNewAsset(AssetBase asset)
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{
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}
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private void RunRequests()
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{
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while(true)
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{
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//we need to add support for the asset server not knowing about a requested asset
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ARequest req = this._assetRequests.Dequeue();
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LLUUID assetID = req.AssetID;
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Console.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
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WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + assetID + "/data");
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WebResponse AssetResponse = AssetLoad.GetResponse();
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byte[] idata = new byte[(int)AssetResponse.ContentLength];
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BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
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idata = br.ReadBytes((int)AssetResponse.ContentLength);
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br.Close();
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AssetBase asset = new AssetBase();
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asset.FullID = assetID;
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asset.Data = idata;
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_receiver.AssetReceived(asset, req.IsTexture );
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}
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}
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}
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public interface IAssetServer
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{
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void SetReceiver(IAssetReceived receiver);
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void RequestAsset(LLUUID assetID);
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void SetReceiver(IAssetReceiver receiver);
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void RequestAsset(LLUUID assetID, bool isTexture);
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void UpdateAsset(AssetBase asset);
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void UploadNewAsset(AssetBase asset);
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}
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// could change to delegate
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public interface IAssetReceived
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// could change to delegate?
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public interface IAssetReceiver
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{
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void AssetReceived(AssetBase asset);
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void AssetReceived(AssetBase asset, bool IsTexture);
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void AssetNotFound(AssetBase asset);
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}
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public struct ARequest
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{
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public LLUUID AssetID;
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public bool IsTexture;
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}
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}
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7
Main.cs
7
Main.cs
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@ -40,6 +40,7 @@ using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.world;
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using OpenSim.GridServers;
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using OpenSim.Assets;
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using PhysicsSystem;
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namespace OpenSim
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public static SimConfig cfg;
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public static World local_world;
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public static Grid gridServers;
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public static AssetCache assetCache;
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//private static Thread MainListener;
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//private static Thread PingRespponder;
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public static Socket Server;
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LoginServer loginServer = new LoginServer(OpenSim_Main.gridServers.GridServer);
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loginServer.Startup();
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}
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assetCache = new AssetCache(OpenSim_Main.gridServers.AssetServer);
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sim.Startup();
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while(true) {
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{
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if(sandbox)
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{
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this.AssetServer =(IAssetServer) new LocalAssetServer();
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this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet
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this.GridServer =(IGridServer) new LocalGridServer();
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}
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else
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{
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this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet
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this.AssetServer =(IAssetServer) new RemoteAssetServer(); //assets not implemented yet
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this.GridServer =(IGridServer) new RemoteGridServer();
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}
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}
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@ -51,8 +51,7 @@ namespace OpenSim
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private UseCircuitCodePacket cirpack;
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private Thread ClientThread;
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private EndPoint userEP;
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private BlockingQueue<QueItem> PacketQueue;
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private BlockingQueue<TransferRequestPacket> AssetRequests;
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private BlockingQueue<QueItem> PacketQueue;
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private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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private System.Timers.Timer AckTimer;
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@ -79,59 +78,6 @@ namespace OpenSim
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}
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}
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public void AssetLoader() {
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/*
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Console.WriteLine("OpenSimClient.cs:AssetLoader() - Starting new thread");
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TransferRequestPacket reqPacket = AssetRequests.Dequeue();
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Console.WriteLine("OpenSimClient.cs:AssetLoader() - Got a request, processing it");
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LLUUID AssetID = new LLUUID(reqPacket.TransferInfo.Params, 0);
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WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + AssetID + "/data");
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WebResponse AssetResponse = AssetLoad.GetResponse();
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byte[] idata = new byte[(int)AssetResponse.ContentLength];
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BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
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idata = br.ReadBytes((int)AssetResponse.ContentLength);
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br.Close();
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = 0;
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Transfer.TransferInfo.TargetType = 0;
|
||||
Transfer.TransferInfo.Params = reqPacket.TransferInfo.Params;
|
||||
Transfer.TransferInfo.Size = (int)AssetResponse.ContentLength;
|
||||
Transfer.TransferInfo.TransferID = reqPacket.TransferInfo.TransferID;
|
||||
|
||||
OutPacket(Transfer);
|
||||
|
||||
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = 0;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID=reqPacket.TransferInfo.TransferID;
|
||||
|
||||
if(AssetResponse.ContentLength>1000) {
|
||||
byte[] chunk = new byte[1000];
|
||||
Array.Copy(idata,chunk,1000);
|
||||
TransferPacket.TransferData.Data = chunk;
|
||||
TransferPacket.TransferData.Status = 0;
|
||||
OutPacket(TransferPacket);
|
||||
|
||||
TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = 1;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID = reqPacket.TransferInfo.TransferID;
|
||||
byte[] chunk1 = new byte[(idata.Length-1000)];
|
||||
Array.Copy(idata, 1000, chunk1, 0, chunk1.Length);
|
||||
TransferPacket.TransferData.Data = chunk1;
|
||||
TransferPacket.TransferData.Status = 1;
|
||||
OutPacket(TransferPacket);
|
||||
} else {
|
||||
TransferPacket.TransferData.Status = 1;
|
||||
TransferPacket.TransferData.Data = idata;
|
||||
OutPacket(TransferPacket);
|
||||
}
|
||||
AssetResponse.Close();
|
||||
*/
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet Pack) {
|
||||
ack_pack(Pack);
|
||||
switch(Pack.Type) {
|
||||
|
@ -147,11 +93,8 @@ namespace OpenSim
|
|||
break;
|
||||
case PacketType.TransferRequest:
|
||||
//Console.WriteLine("OpenSimClient.cs:ProcessInPacket() - Got transfer request");
|
||||
// We put transfer requests into a big queue and then spawn a thread for each new one
|
||||
//TransferRequestPacket transfer = (TransferRequestPacket)Pack;
|
||||
//AssetRequests.Enqueue(transfer);
|
||||
//Thread AssetLoaderThread = new Thread(new ThreadStart(AssetLoader));
|
||||
//AssetLoaderThread.Start();
|
||||
TransferRequestPacket transfer = (TransferRequestPacket)Pack;
|
||||
OpenSim_Main.assetCache.AddAssetRequest(this, transfer);
|
||||
break;
|
||||
case PacketType.AgentUpdate:
|
||||
ClientAvatar.HandleUpdate((AgentUpdatePacket)Pack);
|
||||
|
@ -373,7 +316,6 @@ namespace OpenSim
|
|||
cirpack = initialcirpack;
|
||||
userEP = remoteEP;
|
||||
PacketQueue = new BlockingQueue<QueItem>();
|
||||
AssetRequests = new BlockingQueue<TransferRequestPacket>();
|
||||
AckTimer = new System.Timers.Timer(500);
|
||||
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
|
||||
AckTimer.Start();
|
||||
|
|
Loading…
Reference in New Issue