* Properly guard removal of asset request lists on AssetCache.AssetNotFound (my own bug)

ThreadPoolClientBranch
Justin Clarke Casey 2008-02-20 19:13:59 +00:00
parent 53d5aeec24
commit f3190810d3
2 changed files with 16 additions and 14 deletions

View File

@ -44,8 +44,8 @@ namespace OpenSim.Framework.Communications.Cache
///
/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
/// sends packetised data directly back to the client. The only point where they meets is AssetReceived() and
/// AssetNotFound().
/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
/// AssetNotFound(), which means they do share the same asset and texture caches.
///
/// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
@ -512,6 +512,8 @@ namespace OpenSim.Framework.Communications.Cache
// Notify requesters for this asset
lock (RequestLists)
{
if (RequestLists.ContainsKey(assetID))
{
AssetRequestsList reqList = RequestLists[assetID];
foreach (NewAssetRequest req in reqList.Requests)
@ -520,7 +522,7 @@ namespace OpenSim.Framework.Communications.Cache
}
RequestLists.Remove(assetID);
reqList.Requests.Clear();
}
}
}

View File

@ -115,7 +115,7 @@ namespace OpenSim.Framework.Communications.Cache
}
catch (Exception e)
{
m_log.Error("[ASSETSERVER]: " + e.Message);
m_log.Error("[ASSET SERVER]: " + e.ToString());
}
}
}