Fix not sending TransferInfo when an asset is not found. This clogs
up the sound pipeline in the viewer.0.7.4.1
parent
a4290048e5
commit
cba8b4f8b8
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@ -2719,6 +2719,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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}
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public void SendAssetNotFound(AssetRequestToClient req)
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{
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = -2;
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Transfer.TransferInfo.TargetType = 0;
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Transfer.TransferInfo.Params = req.Params;
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Transfer.TransferInfo.Size = 0;
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Transfer.TransferInfo.TransferID = req.TransferRequestID;
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Transfer.Header.Zerocoded = true;
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OutPacket(Transfer, ThrottleOutPacketType.Asset);
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}
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public void SendTexture(AssetBase TextureAsset)
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public void SendTexture(AssetBase TextureAsset)
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{
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{
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@ -11980,14 +11993,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="asset"></param>
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/// <param name="asset"></param>
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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{
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if (asset == null)
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return;
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TransferRequestPacket transferRequest = (TransferRequestPacket)sender;
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TransferRequestPacket transferRequest = (TransferRequestPacket)sender;
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UUID requestID = UUID.Zero;
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UUID requestID = UUID.Zero;
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byte source = (byte)SourceType.Asset;
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byte source = (byte)SourceType.Asset;
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AssetRequestToClient req = new AssetRequestToClient();
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if (asset == null)
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{
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req.AssetInf = null;
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req.AssetRequestSource = source;
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req.IsTextureRequest = false;
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req.NumPackets = 0;
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req.Params = transferRequest.TransferInfo.Params;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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SendAssetNotFound(req);
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return;
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}
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if (transferRequest.TransferInfo.SourceType == (int)SourceType.Asset)
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if (transferRequest.TransferInfo.SourceType == (int)SourceType.Asset)
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{
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{
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requestID = new UUID(transferRequest.TransferInfo.Params, 0);
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requestID = new UUID(transferRequest.TransferInfo.Params, 0);
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@ -12004,7 +12030,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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return;
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// The asset is known to exist and is in our cache, so add it to the AssetRequests list
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// The asset is known to exist and is in our cache, so add it to the AssetRequests list
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AssetRequestToClient req = new AssetRequestToClient();
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req.AssetInf = asset;
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req.AssetInf = asset;
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req.AssetRequestSource = source;
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req.AssetRequestSource = source;
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req.IsTextureRequest = false;
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req.IsTextureRequest = false;
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