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author | Justin Clarke Casey | 2008-06-16 21:59:39 +0000 |
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committer | Justin Clarke Casey | 2008-06-16 21:59:39 +0000 |
commit | 4c2171ec827aa426375ccecf4bd2d7e009719d74 (patch) | |
tree | b26d9a8b2ab90a01b3118c1d0cfd9493ba331242 /OpenSim/Framework | |
parent | I really didn't expect that one to work out of the box, but just managed (diff) | |
download | opensim-SC-4c2171ec827aa426375ccecf4bd2d7e009719d74.zip opensim-SC-4c2171ec827aa426375ccecf4bd2d7e009719d74.tar.gz opensim-SC-4c2171ec827aa426375ccecf4bd2d7e009719d74.tar.bz2 opensim-SC-4c2171ec827aa426375ccecf4bd2d7e009719d74.tar.xz |
* Allow archiver to save and load objects within other objects to arbitrary levels
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved
contained items). These will be found and eliminated in subsequent patches.
* Not yet ready for use
Diffstat (limited to 'OpenSim/Framework')
-rw-r--r-- | OpenSim/Framework/Communications/Cache/AssetCache.cs | 23 |
1 files changed, 0 insertions, 23 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index dd9015b..a1d9c73 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs | |||
@@ -270,7 +270,6 @@ namespace OpenSim.Framework.Communications.Cache | |||
270 | // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); | 270 | // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); |
271 | #endif | 271 | #endif |
272 | 272 | ||
273 | |||
274 | NewAssetRequest req = new NewAssetRequest(assetId, callback); | 273 | NewAssetRequest req = new NewAssetRequest(assetId, callback); |
275 | AssetRequestsList requestList; | 274 | AssetRequestsList requestList; |
276 | 275 | ||
@@ -291,28 +290,6 @@ namespace OpenSim.Framework.Communications.Cache | |||
291 | m_assetServer.RequestAsset(assetId, isTexture); | 290 | m_assetServer.RequestAsset(assetId, isTexture); |
292 | } | 291 | } |
293 | } | 292 | } |
294 | |||
295 | |||
296 | /* Old code doesn't handle duplicate requests right | ||
297 | NewAssetRequest req = new NewAssetRequest(assetId, callback); | ||
298 | |||
299 | // Make sure we always have a request list to which to add the asset | ||
300 | AssetRequestsList requestList; | ||
301 | lock (RequestLists) | ||
302 | { | ||
303 | // m_log.Info("AssetCache: Lock taken on requestLists (GetAsset)"); | ||
304 | if (!RequestLists.TryGetValue(assetId, out requestList)) | ||
305 | { | ||
306 | requestList = new AssetRequestsList(assetId); | ||
307 | RequestLists.Add(assetId, requestList); | ||
308 | } | ||
309 | } | ||
310 | // m_log.Info("AssetCache: Lock released on requestLists (GetAsset)"); | ||
311 | |||
312 | requestList.Requests.Add(req); | ||
313 | |||
314 | m_assetServer.RequestAsset(assetId, isTexture); | ||
315 | */ | ||
316 | } | 293 | } |
317 | } | 294 | } |
318 | 295 | ||