Made HandleFetchInventoryDescendents async, so that the client thread doesn't wait for the download of the entire inventory.
parent
9e64427262
commit
e4f64dd714
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@ -441,9 +441,24 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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// We're going to send the reply async, because there may be
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// an enormous quantity of packets -- basically the entire inventory!
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// We don't want to block the client thread while all that is happening.
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SendInventoryDelegate d = SendInventoryAsync;
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d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
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}
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delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
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void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
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{
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SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
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}
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void SendInventoryComplete(IAsyncResult iar)
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{
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}
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/// <summary>
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/// Handle the caps inventory descendents fetch.
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///
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@ -235,8 +235,6 @@ namespace OpenSim.Services.InventoryService
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public InventoryCollection GetFolderContent(UUID userID, UUID folderID)
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{
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m_log.Info("[INVENTORY SERVICE]: Processing request for folder " + folderID);
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// Uncomment me to simulate a slow responding inventory server
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//Thread.Sleep(16000);
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@ -249,7 +247,7 @@ namespace OpenSim.Services.InventoryService
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invCollection.Folders = folders;
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invCollection.Items = items;
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m_log.DebugFormat("[INVENTORY SERVICE]: Found {0} items and {1} folders", items.Count, folders.Count);
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m_log.DebugFormat("[INVENTORY SERVICE]: Found {0} items and {1} folders in folder {2}", items.Count, folders.Count, folderID);
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return invCollection;
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}
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