diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Framework/Communications/Cache/AssetCache.cs | 104 |
1 files changed, 22 insertions, 82 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index c6f41a6..0112198 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs | |||
@@ -46,7 +46,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
46 | /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and | 46 | /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and |
47 | /// AssetNotFound(), which means they do share the same asset and texture caches. | 47 | /// AssetNotFound(), which means they do share the same asset and texture caches. |
48 | /// | 48 | /// |
49 | /// TODO Assets in this cache are effectively immortal (they are never disposed off through old age). | 49 | /// TODO: Assets in this cache are effectively immortal (they are never disposed of through old age). |
50 | /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets | 50 | /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets |
51 | /// but it's something to bear in mind. | 51 | /// but it's something to bear in mind. |
52 | /// </summary> | 52 | /// </summary> |
@@ -206,24 +206,9 @@ namespace OpenSim.Framework.Communications.Cache | |||
206 | /// <summary> | 206 | /// <summary> |
207 | /// Only get an asset if we already have it in the cache. | 207 | /// Only get an asset if we already have it in the cache. |
208 | /// </summary> | 208 | /// </summary> |
209 | /// <param name="assetId"></param></param> | 209 | /// <param name="assetId"></param> |
210 | /// <returns></returns> | 210 | /// <param name="asset"></param> |
211 | //private AssetBase GetCachedAsset(UUID assetId) | 211 | /// <returns>true if the asset was in the cache, false if it was not</returns> |
212 | //{ | ||
213 | // AssetBase asset = null; | ||
214 | |||
215 | // if (Textures.ContainsKey(assetId)) | ||
216 | // { | ||
217 | // asset = Textures[assetId]; | ||
218 | // } | ||
219 | // else if (Assets.ContainsKey(assetId)) | ||
220 | // { | ||
221 | // asset = Assets[assetId]; | ||
222 | // } | ||
223 | |||
224 | // return asset; | ||
225 | //} | ||
226 | |||
227 | private bool TryGetCachedAsset(UUID assetId, out AssetBase asset) | 212 | private bool TryGetCachedAsset(UUID assetId, out AssetBase asset) |
228 | { | 213 | { |
229 | if (Textures.ContainsKey(assetId)) | 214 | if (Textures.ContainsKey(assetId)) |
@@ -451,42 +436,21 @@ namespace OpenSim.Framework.Communications.Cache | |||
451 | } | 436 | } |
452 | 437 | ||
453 | // Notify requesters for this asset | 438 | // Notify requesters for this asset |
454 | if (RequestLists.ContainsKey(asset.FullID)) | 439 | AssetRequestsList reqList = null; |
455 | { | 440 | |
456 | AssetRequestsList reqList = null; | 441 | lock (RequestLists) |
457 | lock (RequestLists) | 442 | { |
458 | { | 443 | if (RequestLists.TryGetValue(asset.FullID, out reqList)) |
459 | //m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)"); | 444 | RequestLists.Remove(asset.FullID); |
460 | reqList = RequestLists[asset.FullID]; | 445 | } |
461 | 446 | ||
462 | } | 447 | if (reqList != null) |
463 | //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)"); | 448 | { |
464 | if (reqList != null) | 449 | foreach (NewAssetRequest req in reqList.Requests) |
465 | { | 450 | { |
466 | //making a copy of the list is not ideal | 451 | // Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked |
467 | //but the old method of locking around this whole block of code was causing a multi-thread lock | 452 | // m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID); |
468 | //between this and the TextureDownloadModule | 453 | req.Callback(asset.FullID, asset); |
469 | //while the localAsset thread running this and trying to send a texture to the callback in the | ||
470 | //texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding | ||
471 | // the lock in the texturedownload module) was trying to | ||
472 | //request a new asset and hitting a lock in here on the RequestLists. | ||
473 | |||
474 | List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests); | ||
475 | reqList.Requests.Clear(); | ||
476 | |||
477 | lock (RequestLists) | ||
478 | { | ||
479 | // m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)"); | ||
480 | RequestLists.Remove(asset.FullID); | ||
481 | } | ||
482 | //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)"); | ||
483 | |||
484 | foreach (NewAssetRequest req in theseRequests) | ||
485 | { | ||
486 | // Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked | ||
487 | // m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID); | ||
488 | req.Callback(asset.FullID, asset); | ||
489 | } | ||
490 | } | 454 | } |
491 | } | 455 | } |
492 | } | 456 | } |
@@ -509,27 +473,13 @@ namespace OpenSim.Framework.Communications.Cache | |||
509 | AssetRequestsList reqList = null; | 473 | AssetRequestsList reqList = null; |
510 | lock (RequestLists) | 474 | lock (RequestLists) |
511 | { | 475 | { |
512 | // m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)"); | 476 | if (RequestLists.TryGetValue(assetID, out reqList)) |
513 | if (RequestLists.ContainsKey(assetID)) | 477 | RequestLists.Remove(assetID); |
514 | { | ||
515 | reqList = RequestLists[assetID]; | ||
516 | } | ||
517 | } | 478 | } |
518 | // m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)"); | ||
519 | 479 | ||
520 | if (reqList != null) | 480 | if (reqList != null) |
521 | { | 481 | { |
522 | List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests); | 482 | foreach (NewAssetRequest req in reqList.Requests) |
523 | reqList.Requests.Clear(); | ||
524 | |||
525 | lock (RequestLists) | ||
526 | { | ||
527 | // m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)"); | ||
528 | RequestLists.Remove(assetID); | ||
529 | } | ||
530 | // m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)"); | ||
531 | |||
532 | foreach (NewAssetRequest req in theseRequests) | ||
533 | { | 483 | { |
534 | req.Callback(assetID, null); | 484 | req.Callback(assetID, null); |
535 | } | 485 | } |
@@ -578,6 +528,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
578 | source = 3; | 528 | source = 3; |
579 | //Console.WriteLine("asset request " + requestID); | 529 | //Console.WriteLine("asset request " + requestID); |
580 | } | 530 | } |
531 | |||
581 | //check to see if asset is in local cache, if not we need to request it from asset server. | 532 | //check to see if asset is in local cache, if not we need to request it from asset server. |
582 | //Console.WriteLine("asset request " + requestID); | 533 | //Console.WriteLine("asset request " + requestID); |
583 | if (!Assets.ContainsKey(requestID)) | 534 | if (!Assets.ContainsKey(requestID)) |
@@ -636,6 +587,7 @@ namespace OpenSim.Framework.Communications.Cache | |||
636 | //no requests waiting | 587 | //no requests waiting |
637 | return; | 588 | return; |
638 | } | 589 | } |
590 | |||
639 | // if less than 5, do all of them | 591 | // if less than 5, do all of them |
640 | int num = Math.Min(5, AssetRequests.Count); | 592 | int num = Math.Min(5, AssetRequests.Count); |
641 | 593 | ||
@@ -688,18 +640,10 @@ namespace OpenSim.Framework.Communications.Cache | |||
688 | //public bool AssetInCache; | 640 | //public bool AssetInCache; |
689 | //public int TimeRequested; | 641 | //public int TimeRequested; |
690 | public int DiscardLevel = -1; | 642 | public int DiscardLevel = -1; |
691 | |||
692 | public AssetRequest() | ||
693 | { | ||
694 | } | ||
695 | } | 643 | } |
696 | 644 | ||
697 | public class AssetInfo : AssetBase | 645 | public class AssetInfo : AssetBase |
698 | { | 646 | { |
699 | public AssetInfo() | ||
700 | { | ||
701 | } | ||
702 | |||
703 | public AssetInfo(AssetBase aBase) | 647 | public AssetInfo(AssetBase aBase) |
704 | { | 648 | { |
705 | Data = aBase.Data; | 649 | Data = aBase.Data; |
@@ -712,10 +656,6 @@ namespace OpenSim.Framework.Communications.Cache | |||
712 | 656 | ||
713 | public class TextureImage : AssetBase | 657 | public class TextureImage : AssetBase |
714 | { | 658 | { |
715 | public TextureImage() | ||
716 | { | ||
717 | } | ||
718 | |||
719 | public TextureImage(AssetBase aBase) | 659 | public TextureImage(AssetBase aBase) |
720 | { | 660 | { |
721 | Data = aBase.Data; | 661 | Data = aBase.Data; |