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authorJustin Clarke Casey2008-03-17 17:30:01 +0000
committerJustin Clarke Casey2008-03-17 17:30:01 +0000
commitcd1978b424d1db17fd40e72407d5371c3c56e6ae (patch)
tree241aae9bf234d5954c91548ef08f056563fedcf8 /OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs
parentReplaced some magic PCode numbers with enum values. (diff)
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* Reduce the annoyingness of clients that continually request unfound textures (probably for some good reason) by dropping all subsequent requests after the first reply.
* Print out a console message every 20 tries rather than every single one. * This weakens the problem but does not eliminate it
Diffstat (limited to 'OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs')
-rw-r--r--OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs40
1 files changed, 34 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs
index 6467ea3..6eaf321 100644
--- a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs
+++ b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs
@@ -60,6 +60,13 @@ namespace OpenSim.Region.Environment.Modules
60 /// </summary> 60 /// </summary>
61 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue; 61 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
62 62
63 /// <summary>
64 /// We're going to record when we get a request for a particular missing texture for each client
65 /// XXX This is really a temporary solution to deal with the situation where a client continually requests
66 /// the same missing textures
67 /// </summary>
68 private readonly Dictionary<LLUUID, int> missingTextureRequests = new Dictionary<LLUUID, int>();
69
63 private readonly Scene m_scene; 70 private readonly Scene m_scene;
64 71
65 private readonly IClientAPI m_client; 72 private readonly IClientAPI m_client;
@@ -138,12 +145,33 @@ namespace OpenSim.Region.Environment.Modules
138 // Needs investigation. 145 // Needs investigation.
139 if (texture == null || texture.Data == null) 146 if (texture == null || texture.Data == null)
140 { 147 {
141 m_log.DebugFormat( 148 // We're only going to tell the client once about a missing texture, even if it keeps asking
142 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}", 149 // XXX This is to reduce (but not resolve) a current problem where some clients keep requesting the same textures
143 textureID, m_client.AgentId); 150 // - one might want to do this for all asset requests (or allow a number of retries) in the
144 151 // longer term.
145 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID); 152 if (!missingTextureRequests.ContainsKey(textureID))
146 EnqueueTextureSender(textureNotFoundSender); 153 {
154 m_log.DebugFormat(
155 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}",
156 textureID, m_client.AgentId);
157
158 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
159 EnqueueTextureSender(textureNotFoundSender);
160 missingTextureRequests.Add(textureID, 1);
161 }
162 else
163 {
164 int requests = missingTextureRequests[textureID] + 1;
165
166 if (requests % 20 == 0)
167 {
168 m_log.WarnFormat(
169 "[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for the missing texture {1} from client {2}",
170 requests, textureID, m_client.AgentId);
171 }
172
173 missingTextureRequests[textureID] = requests;
174 }
147 } 175 }
148 else 176 else
149 { 177 {