Make texture decode errors nonfatal. The texture send is simply dropped
parent
5972eb8848
commit
ece27a3631
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@ -176,44 +176,52 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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{
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ITextureSender sender = null;
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try
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{
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// try
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// {
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while (true)
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{
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sender = m_queueSenders.Dequeue();
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if (sender.Cancel)
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try
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{
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TextureSent(sender);
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sender = m_queueSenders.Dequeue();
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sender.Cancel = false;
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}
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else
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{
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bool finished = sender.SendTexturePacket();
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if (finished)
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if (sender.Cancel)
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{
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TextureSent(sender);
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sender.Cancel = false;
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}
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else
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{
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m_queueSenders.Enqueue(sender);
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bool finished = sender.SendTexturePacket();
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if (finished)
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{
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TextureSent(sender);
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}
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else
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{
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m_queueSenders.Enqueue(sender);
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}
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}
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// Make sure that any sender we currently have can get garbage collected
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sender = null;
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//m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
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}
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catch(Exception e)
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{
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m_log.ErrorFormat(
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"[TEXTURE]: Texture send thread caught exception. The texture send was aborted. Exception is {0}", e);
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}
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// Make sure that any sender we currently have can get garbage collected
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sender = null;
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//m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
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}
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}
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catch (Exception e)
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{
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// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
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m_log.ErrorFormat(
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"[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
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e);
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}
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// }
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// catch (Exception e)
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// {
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// // TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
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// m_log.ErrorFormat(
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// "[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
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// e);
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// }
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}
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/// <summary>
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