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author | Justin Clarke Casey | 2008-02-20 19:13:59 +0000 |
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committer | Justin Clarke Casey | 2008-02-20 19:13:59 +0000 |
commit | f3190810d373b33bd7af5f909e840b8aaacd3e75 (patch) | |
tree | 880ddb0dcde4ee5affc6099b5855488b76d337c7 /OpenSim/Framework | |
parent | * Remove unused texture dictionaries from AssetCache (diff) | |
download | opensim-SC-f3190810d373b33bd7af5f909e840b8aaacd3e75.zip opensim-SC-f3190810d373b33bd7af5f909e840b8aaacd3e75.tar.gz opensim-SC-f3190810d373b33bd7af5f909e840b8aaacd3e75.tar.bz2 opensim-SC-f3190810d373b33bd7af5f909e840b8aaacd3e75.tar.xz |
* Properly guard removal of asset request lists on AssetCache.AssetNotFound (my own bug)
Diffstat (limited to 'OpenSim/Framework')
-rw-r--r-- | OpenSim/Framework/Communications/Cache/AssetCache.cs | 20 | ||||
-rw-r--r-- | OpenSim/Framework/Communications/Cache/AssetServerBase.cs | 10 |
2 files changed, 16 insertions, 14 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index 0d85345..0e31e95 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs | |||
@@ -44,8 +44,8 @@ namespace OpenSim.Framework.Communications.Cache | |||
44 | /// | 44 | /// |
45 | /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either | 45 | /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either |
46 | /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and | 46 | /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and |
47 | /// sends packetised data directly back to the client. The only point where they meets is AssetReceived() and | 47 | /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and |
48 | /// AssetNotFound(). | 48 | /// AssetNotFound(), which means they do share the same asset and texture caches. |
49 | /// | 49 | /// |
50 | /// TODO Assets in this cache are effectively immortal (they are never disposed off through old age). | 50 | /// TODO Assets in this cache are effectively immortal (they are never disposed off through old age). |
51 | /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets | 51 | /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets |
@@ -469,7 +469,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
469 | 469 | ||
470 | // Notify requesters for this asset | 470 | // Notify requesters for this asset |
471 | if (RequestLists.ContainsKey(asset.FullID)) | 471 | if (RequestLists.ContainsKey(asset.FullID)) |
472 | { | 472 | { |
473 | lock (RequestLists) | 473 | lock (RequestLists) |
474 | { | 474 | { |
475 | AssetRequestsList reqList = RequestLists[asset.FullID]; | 475 | AssetRequestsList reqList = RequestLists[asset.FullID]; |
@@ -513,14 +513,16 @@ namespace OpenSim.Framework.Communications.Cache | |||
513 | // Notify requesters for this asset | 513 | // Notify requesters for this asset |
514 | lock (RequestLists) | 514 | lock (RequestLists) |
515 | { | 515 | { |
516 | AssetRequestsList reqList = RequestLists[assetID]; | 516 | if (RequestLists.ContainsKey(assetID)) |
517 | foreach (NewAssetRequest req in reqList.Requests) | ||
518 | { | 517 | { |
519 | req.Callback(assetID, null); | 518 | AssetRequestsList reqList = RequestLists[assetID]; |
519 | foreach (NewAssetRequest req in reqList.Requests) | ||
520 | { | ||
521 | req.Callback(assetID, null); | ||
522 | } | ||
523 | |||
524 | RequestLists.Remove(assetID); | ||
520 | } | 525 | } |
521 | |||
522 | RequestLists.Remove(assetID); | ||
523 | reqList.Requests.Clear(); | ||
524 | } | 526 | } |
525 | } | 527 | } |
526 | 528 | ||
diff --git a/OpenSim/Framework/Communications/Cache/AssetServerBase.cs b/OpenSim/Framework/Communications/Cache/AssetServerBase.cs index b6ec898..a3530bd 100644 --- a/OpenSim/Framework/Communications/Cache/AssetServerBase.cs +++ b/OpenSim/Framework/Communications/Cache/AssetServerBase.cs | |||
@@ -77,7 +77,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
77 | } | 77 | } |
78 | else | 78 | else |
79 | { | 79 | { |
80 | m_log.ErrorFormat("[ASSETSERVER]: Asset {0} not found by asset server", req.AssetID); | 80 | m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID); |
81 | 81 | ||
82 | m_receiver.AssetNotFound(req.AssetID); | 82 | m_receiver.AssetNotFound(req.AssetID); |
83 | } | 83 | } |
@@ -85,7 +85,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
85 | 85 | ||
86 | public virtual void LoadDefaultAssets() | 86 | public virtual void LoadDefaultAssets() |
87 | { | 87 | { |
88 | m_log.Info("[ASSETSERVER]: Setting up asset database"); | 88 | m_log.Info("[ASSET SERVER]: Setting up asset database"); |
89 | 89 | ||
90 | assetLoader.ForEachDefaultXmlAsset(StoreAsset); | 90 | assetLoader.ForEachDefaultXmlAsset(StoreAsset); |
91 | 91 | ||
@@ -94,7 +94,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
94 | 94 | ||
95 | public AssetServerBase() | 95 | public AssetServerBase() |
96 | { | 96 | { |
97 | m_log.Info("[ASSETSERVER]: Starting asset storage system"); | 97 | m_log.Info("[ASSET SERVER]: Starting asset storage system"); |
98 | m_assetRequests = new BlockingQueue<AssetRequest>(); | 98 | m_assetRequests = new BlockingQueue<AssetRequest>(); |
99 | 99 | ||
100 | m_localAssetServerThread = new Thread(RunRequests); | 100 | m_localAssetServerThread = new Thread(RunRequests); |
@@ -115,7 +115,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
115 | } | 115 | } |
116 | catch (Exception e) | 116 | catch (Exception e) |
117 | { | 117 | { |
118 | m_log.Error("[ASSETSERVER]: " + e.Message); | 118 | m_log.Error("[ASSET SERVER]: " + e.ToString()); |
119 | } | 119 | } |
120 | } | 120 | } |
121 | } | 121 | } |
@@ -136,7 +136,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
136 | req.IsTexture = isTexture; | 136 | req.IsTexture = isTexture; |
137 | m_assetRequests.Enqueue(req); | 137 | m_assetRequests.Enqueue(req); |
138 | 138 | ||
139 | m_log.InfoFormat("[ASSETSERVER]: Added {0} to request queue", assetID); | 139 | m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID); |
140 | } | 140 | } |
141 | 141 | ||
142 | public virtual void UpdateAsset(AssetBase asset) | 142 | public virtual void UpdateAsset(AssetBase asset) |