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
|
@ -27,6 +27,7 @@
|
|||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using libsecondlife;
|
||||
using libsecondlife.Packets;
|
||||
using OpenSim;
|
||||
|
@ -37,7 +38,7 @@ namespace OpenSim.Assets
|
|||
/// <summary>
|
||||
/// Manages local cache of assets and their sending to viewers.
|
||||
/// </summary>
|
||||
public class AssetCache : IAssetReceived
|
||||
public class AssetCache : IAssetReceiver
|
||||
{
|
||||
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
|
||||
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
|
||||
|
@ -45,10 +46,11 @@ namespace OpenSim.Assets
|
|||
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
|
||||
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
|
||||
|
||||
public List<AssetRequest> RequestedAssets = new List<AssetRequest>(); //Assets requested from the asset server
|
||||
public List<AssetRequest> RequestedTextures = new List<AssetRequest>(); //Textures requested from the asset server
|
||||
public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
|
||||
public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
|
||||
|
||||
private IAssetServer _assetServer;
|
||||
private Thread _assetCacheThread;
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
|
@ -57,6 +59,9 @@ namespace OpenSim.Assets
|
|||
{
|
||||
_assetServer = assetServer;
|
||||
_assetServer.SetReceiver(this);
|
||||
this._assetCacheThread = new Thread( new ThreadStart(RunAssetManager));
|
||||
this._assetCacheThread.IsBackground = true;
|
||||
this._assetCacheThread.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -64,8 +69,10 @@ namespace OpenSim.Assets
|
|||
/// </summary>
|
||||
private void RunAssetManager()
|
||||
{
|
||||
//should be running in its own thread
|
||||
this.ProcessAssetQueue();
|
||||
this.ProcessTextureQueue();
|
||||
Thread.Sleep(100);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -79,7 +86,6 @@ namespace OpenSim.Assets
|
|||
return;
|
||||
}
|
||||
int num;
|
||||
//should be running in its own thread but for now is called by timer
|
||||
|
||||
if(this.TextureRequests.Count < 5)
|
||||
{
|
||||
|
@ -157,12 +163,36 @@ namespace OpenSim.Assets
|
|||
}
|
||||
|
||||
}
|
||||
public void AssetReceived(AssetBase asset)
|
||||
public void AssetReceived(AssetBase asset, bool IsTexture)
|
||||
{
|
||||
//check if it is a texture or not
|
||||
//then add to the correct cache list
|
||||
//then check for waiting requests for this asset/texture (in the Requested lists)
|
||||
//and move those requests into the Requests list.
|
||||
if(IsTexture)
|
||||
{
|
||||
TextureImage image = new TextureImage(asset);
|
||||
this.Textures.Add(image.FullID, image);
|
||||
if(this.RequestedTextures.ContainsKey(image.FullID))
|
||||
{
|
||||
AssetRequest req = this.RequestedTextures[image.FullID];
|
||||
req.ImageInfo = image;
|
||||
this.RequestedTextures.Remove(image.FullID);
|
||||
this.TextureRequests.Add(req);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AssetInfo assetInf = new AssetInfo(asset);
|
||||
this.Assets.Add(assetInf.FullID, assetInf);
|
||||
if(this.RequestedAssets.ContainsKey(assetInf.FullID))
|
||||
{
|
||||
AssetRequest req = this.RequestedAssets[assetInf.FullID];
|
||||
req.AssetInf = assetInf;
|
||||
this.RequestedAssets.Remove(assetInf.FullID);
|
||||
this.AssetRequests.Add(req);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AssetNotFound(AssetBase asset)
|
||||
|
@ -187,16 +217,34 @@ namespace OpenSim.Assets
|
|||
// so request from asset server
|
||||
AssetRequest request = new AssetRequest();
|
||||
request.RequestUser = userInfo;
|
||||
request.RequestImage = requestID;
|
||||
this.AssetRequests.Add(request);
|
||||
this._assetServer.RequestAsset(requestID);
|
||||
request.RequestAssetID = requestID;
|
||||
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
|
||||
this.RequestedAssets.Add(requestID,request);
|
||||
this._assetServer.RequestAsset(requestID, false);
|
||||
return;
|
||||
}
|
||||
//it is in our cache
|
||||
AssetInfo info = this.Assets[requestID];
|
||||
AssetInfo asset = this.Assets[requestID];
|
||||
|
||||
//work out how many packets it should be sent in
|
||||
// and add to the AssetRequests list
|
||||
AssetRequest req = new AssetRequest();
|
||||
req.RequestUser = userInfo;
|
||||
req.RequestAssetID = requestID;
|
||||
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
|
||||
req.AssetInf = asset;
|
||||
|
||||
if(asset.Data.LongLength>600)
|
||||
{
|
||||
//over 600 bytes so split up file
|
||||
req.NumPackets = 1 + (int)(asset.Data.Length-600+999)/1000;
|
||||
}
|
||||
else
|
||||
{
|
||||
req.NumPackets = 1;
|
||||
}
|
||||
|
||||
this.AssetRequests.Add(req);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -204,6 +252,77 @@ namespace OpenSim.Assets
|
|||
/// </summary>
|
||||
private void ProcessAssetQueue()
|
||||
{
|
||||
if(this.AssetRequests.Count == 0)
|
||||
{
|
||||
//no requests waiting
|
||||
return;
|
||||
}
|
||||
int num;
|
||||
|
||||
if(this.AssetRequests.Count < 5)
|
||||
{
|
||||
//lower than 5 so do all of them
|
||||
num = this.AssetRequests.Count;
|
||||
}
|
||||
else
|
||||
{
|
||||
num=5;
|
||||
}
|
||||
AssetRequest req;
|
||||
for(int i = 0; i < num; i++)
|
||||
{
|
||||
req=(AssetRequest)this.AssetRequests[i];
|
||||
|
||||
TransferInfoPacket Transfer = new TransferInfoPacket();
|
||||
Transfer.TransferInfo.ChannelType = 2;
|
||||
Transfer.TransferInfo.Status = 0;
|
||||
Transfer.TransferInfo.TargetType = 0;
|
||||
Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
|
||||
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
|
||||
Transfer.TransferInfo.TransferID = req.TransferRequestID;
|
||||
req.RequestUser.OutPacket(Transfer);
|
||||
|
||||
if(req.NumPackets == 1)
|
||||
{
|
||||
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = 0;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID=req.TransferRequestID;
|
||||
TransferPacket.TransferData.Data = req.AssetInf.Data;
|
||||
TransferPacket.TransferData.Status = 1;
|
||||
req.RequestUser.OutPacket(TransferPacket);
|
||||
}
|
||||
else
|
||||
{
|
||||
//more than one packet so split file up , for now it can't be bigger than 2000 bytes
|
||||
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = 0;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID=req.TransferRequestID;
|
||||
byte[] chunk = new byte[1000];
|
||||
Array.Copy(req.AssetInf.Data,chunk,1000);
|
||||
TransferPacket.TransferData.Data = chunk;
|
||||
TransferPacket.TransferData.Status = 0;
|
||||
req.RequestUser.OutPacket(TransferPacket);
|
||||
|
||||
TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = 1;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID = req.TransferRequestID;
|
||||
byte[] chunk1 = new byte[(req.AssetInf.Data.Length-1000)];
|
||||
Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
|
||||
TransferPacket.TransferData.Data = chunk1;
|
||||
TransferPacket.TransferData.Status = 1;
|
||||
req.RequestUser.OutPacket(TransferPacket);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//remove requests that have been completed
|
||||
for(int i = 0; i < num; i++)
|
||||
{
|
||||
this.AssetRequests.RemoveAt(i);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -223,15 +342,17 @@ namespace OpenSim.Assets
|
|||
//not is cache so request from asset server
|
||||
AssetRequest request = new AssetRequest();
|
||||
request.RequestUser = userInfo;
|
||||
request.RequestImage = imageID;
|
||||
this.TextureRequests.Add(request);
|
||||
this._assetServer.RequestAsset(imageID);
|
||||
request.RequestAssetID = imageID;
|
||||
request.IsTextureRequest = true;
|
||||
this.RequestedTextures.Add(imageID, request);
|
||||
this._assetServer.RequestAsset(imageID, true);
|
||||
return;
|
||||
}
|
||||
TextureImage imag = this.Textures[imageID];
|
||||
AssetRequest req = new AssetRequest();
|
||||
req.RequestUser = userInfo;
|
||||
req.RequestImage = imageID;
|
||||
req.RequestAssetID = imageID;
|
||||
req.IsTextureRequest = true;
|
||||
req.ImageInfo = imag;
|
||||
|
||||
if(imag.Data.LongLength>600)
|
||||
|
@ -253,12 +374,14 @@ namespace OpenSim.Assets
|
|||
public class AssetRequest
|
||||
{
|
||||
public OpenSimClient RequestUser;
|
||||
public LLUUID RequestImage;
|
||||
public LLUUID RequestAssetID;
|
||||
public AssetInfo AssetInf;
|
||||
public TextureImage ImageInfo;
|
||||
public LLUUID TransferRequestID;
|
||||
public long DataPointer = 0;
|
||||
public int NumPackets = 0;
|
||||
public int PacketCounter = 0;
|
||||
public bool IsTextureRequest;
|
||||
//public bool AssetInCache;
|
||||
//public int TimeRequested;
|
||||
|
||||
|
@ -289,6 +412,16 @@ namespace OpenSim.Assets
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
public AssetInfo(AssetBase aBase)
|
||||
{
|
||||
Data= aBase.Data;
|
||||
FullID = aBase.FullID;
|
||||
Type = aBase.Type;
|
||||
InvType = aBase.InvType;
|
||||
Name= aBase.Name;
|
||||
Description = aBase.Description;
|
||||
}
|
||||
}
|
||||
|
||||
public class TextureImage : AssetBase
|
||||
|
@ -297,6 +430,16 @@ namespace OpenSim.Assets
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
public TextureImage(AssetBase aBase)
|
||||
{
|
||||
Data= aBase.Data;
|
||||
FullID = aBase.FullID;
|
||||
Type = aBase.Type;
|
||||
InvType = aBase.InvType;
|
||||
Name= aBase.Name;
|
||||
Description = aBase.Description;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -26,6 +26,10 @@
|
|||
*/
|
||||
|
||||
using System;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
using libsecondlife;
|
||||
using OpenSim.Assets;
|
||||
|
||||
|
@ -36,40 +40,125 @@ namespace OpenSim.GridServers
|
|||
/// </summary>
|
||||
public class LocalAssetServer : IAssetServer
|
||||
{
|
||||
private IAssetReceiver _receiver;
|
||||
private BlockingQueue<ARequest> _assetRequests;
|
||||
|
||||
public LocalAssetServer()
|
||||
{
|
||||
this._assetRequests = new BlockingQueue<ARequest>();
|
||||
}
|
||||
|
||||
public void SetReceiver(IAssetReceived receiver)
|
||||
public void SetReceiver(IAssetReceiver receiver)
|
||||
{
|
||||
|
||||
this._receiver = receiver;
|
||||
}
|
||||
public void RequestAsset(LLUUID assetID)
|
||||
|
||||
public void RequestAsset(LLUUID assetID, bool isTexture)
|
||||
{
|
||||
|
||||
ARequest req = new ARequest();
|
||||
req.AssetID = assetID;
|
||||
req.IsTexture = isTexture;
|
||||
this._assetRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void UpdateAsset(AssetBase asset)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void UploadNewAsset(AssetBase asset)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void RunRequests()
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class RemoteAssetServer : IAssetServer
|
||||
{
|
||||
private IAssetReceiver _receiver;
|
||||
private BlockingQueue<ARequest> _assetRequests;
|
||||
private Thread _remoteAssetServerThread;
|
||||
|
||||
|
||||
public RemoteAssetServer()
|
||||
{
|
||||
this._assetRequests = new BlockingQueue<ARequest>();
|
||||
this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests));
|
||||
this._remoteAssetServerThread.IsBackground = true;
|
||||
this._remoteAssetServerThread.Start();
|
||||
}
|
||||
|
||||
public void SetReceiver(IAssetReceiver receiver)
|
||||
{
|
||||
this._receiver = receiver;
|
||||
}
|
||||
|
||||
public void RequestAsset(LLUUID assetID, bool isTexture)
|
||||
{
|
||||
ARequest req = new ARequest();
|
||||
req.AssetID = assetID;
|
||||
req.IsTexture = isTexture;
|
||||
this._assetRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void UpdateAsset(AssetBase asset)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void UploadNewAsset(AssetBase asset)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void RunRequests()
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
//we need to add support for the asset server not knowing about a requested asset
|
||||
ARequest req = this._assetRequests.Dequeue();
|
||||
LLUUID assetID = req.AssetID;
|
||||
Console.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
|
||||
WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + assetID + "/data");
|
||||
WebResponse AssetResponse = AssetLoad.GetResponse();
|
||||
byte[] idata = new byte[(int)AssetResponse.ContentLength];
|
||||
BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
|
||||
idata = br.ReadBytes((int)AssetResponse.ContentLength);
|
||||
br.Close();
|
||||
|
||||
AssetBase asset = new AssetBase();
|
||||
asset.FullID = assetID;
|
||||
asset.Data = idata;
|
||||
_receiver.AssetReceived(asset, req.IsTexture );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public interface IAssetServer
|
||||
{
|
||||
void SetReceiver(IAssetReceived receiver);
|
||||
void RequestAsset(LLUUID assetID);
|
||||
void SetReceiver(IAssetReceiver receiver);
|
||||
void RequestAsset(LLUUID assetID, bool isTexture);
|
||||
void UpdateAsset(AssetBase asset);
|
||||
void UploadNewAsset(AssetBase asset);
|
||||
}
|
||||
|
||||
// could change to delegate
|
||||
public interface IAssetReceived
|
||||
// could change to delegate?
|
||||
public interface IAssetReceiver
|
||||
{
|
||||
void AssetReceived(AssetBase asset);
|
||||
void AssetReceived(AssetBase asset, bool IsTexture);
|
||||
void AssetNotFound(AssetBase asset);
|
||||
}
|
||||
|
||||
public struct ARequest
|
||||
{
|
||||
public LLUUID AssetID;
|
||||
public bool IsTexture;
|
||||
}
|
||||
}
|
||||
|
|
7
Main.cs
7
Main.cs
|
@ -40,6 +40,7 @@ using libsecondlife;
|
|||
using libsecondlife.Packets;
|
||||
using OpenSim.world;
|
||||
using OpenSim.GridServers;
|
||||
using OpenSim.Assets;
|
||||
using PhysicsSystem;
|
||||
|
||||
namespace OpenSim
|
||||
|
@ -53,6 +54,7 @@ namespace OpenSim
|
|||
public static SimConfig cfg;
|
||||
public static World local_world;
|
||||
public static Grid gridServers;
|
||||
public static AssetCache assetCache;
|
||||
//private static Thread MainListener;
|
||||
//private static Thread PingRespponder;
|
||||
public static Socket Server;
|
||||
|
@ -101,6 +103,7 @@ namespace OpenSim
|
|||
LoginServer loginServer = new LoginServer(OpenSim_Main.gridServers.GridServer);
|
||||
loginServer.Startup();
|
||||
}
|
||||
assetCache = new AssetCache(OpenSim_Main.gridServers.AssetServer);
|
||||
|
||||
sim.Startup();
|
||||
while(true) {
|
||||
|
@ -191,12 +194,12 @@ namespace OpenSim
|
|||
{
|
||||
if(sandbox)
|
||||
{
|
||||
this.AssetServer =(IAssetServer) new LocalAssetServer();
|
||||
this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet
|
||||
this.GridServer =(IGridServer) new LocalGridServer();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet
|
||||
this.AssetServer =(IAssetServer) new RemoteAssetServer(); //assets not implemented yet
|
||||
this.GridServer =(IGridServer) new RemoteGridServer();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -52,7 +52,6 @@ namespace OpenSim
|
|||
private Thread ClientThread;
|
||||
private EndPoint userEP;
|
||||
private BlockingQueue<QueItem> PacketQueue;
|
||||
private BlockingQueue<TransferRequestPacket> AssetRequests;
|
||||
private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
|
||||
private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
|
||||
private System.Timers.Timer AckTimer;
|
||||
|
@ -79,59 +78,6 @@ namespace OpenSim
|
|||
}
|
||||
}
|
||||
|
||||
public void AssetLoader() {
|
||||
/*
|
||||
Console.WriteLine("OpenSimClient.cs:AssetLoader() - Starting new thread");
|
||||
TransferRequestPacket reqPacket = AssetRequests.Dequeue();
|
||||
Console.WriteLine("OpenSimClient.cs:AssetLoader() - Got a request, processing it");
|
||||
LLUUID AssetID = new LLUUID(reqPacket.TransferInfo.Params, 0);
|
||||
WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + AssetID + "/data");
|
||||
WebResponse AssetResponse = AssetLoad.GetResponse();
|
||||
byte[] idata = new byte[(int)AssetResponse.ContentLength];
|
||||
BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
|
||||
idata = br.ReadBytes((int)AssetResponse.ContentLength);
|
||||
br.Close();
|
||||
|
||||
TransferInfoPacket Transfer = new TransferInfoPacket();
|
||||
Transfer.TransferInfo.ChannelType = 2;
|
||||
Transfer.TransferInfo.Status = 0;
|
||||
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