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authorJustin Clarke Casey2009-03-09 17:55:08 +0000
committerJustin Clarke Casey2009-03-09 17:55:08 +0000
commit5a6bc26600c80d8e838bafdde4df970841c6c285 (patch)
treee85ab9419eb14c03601b02abfb455ee46e5d671e /OpenSim/Framework/Communications
parent* Added TXXX in front of unit tests to make sure they are running in the corr... (diff)
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* Address http://opensimulator.org/mantis/view.php?id=3207
* A saved archive now immediately expires the data in the asset cache that it used, rather than retaining all the assets (esp textures) in the cache. * This is an imperfect solution. Ideally we would only expire the assets newly requested for the archive (not existing ones). But doing that would require a lot more restructuring. * I don't believe there are any locking issues due to the locking performed by the underlying memory cache, but please report any issues.
Diffstat (limited to 'OpenSim/Framework/Communications')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs5
1 files changed, 1 insertions, 4 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 800c997..30f7ddf 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -46,8 +46,7 @@ namespace OpenSim.Framework.Communications.Cache
46 /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either 46 /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
47 /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and 47 /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
48 /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and 48 /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
49 /// AssetNotFound(), which means they do share the same asset and texture caches.I agr 49 /// AssetNotFound(), which means they do share the same asset and texture caches.
50
51 public class AssetCache : IAssetCache 50 public class AssetCache : IAssetCache
52 { 51 {
53 52
@@ -401,9 +400,7 @@ namespace OpenSim.Framework.Communications.Cache
401 m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24)); 400 m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24));
402 401
403 if (StatsManager.SimExtraStats != null) 402 if (StatsManager.SimExtraStats != null)
404 {
405 StatsManager.SimExtraStats.AddAsset(assetInf); 403 StatsManager.SimExtraStats.AddAsset(assetInf);
406 }
407 404
408 if (RequestedAssets.ContainsKey(assetInf.FullID)) 405 if (RequestedAssets.ContainsKey(assetInf.FullID))
409 { 406 {