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-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs35
1 files changed, 34 insertions, 1 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 3ae18f1..feac65a 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -248,6 +248,12 @@ namespace OpenSim.Framework.Communications.Cache
248 { 248 {
249 //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId); 249 //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
250 250
251
252 // Xantor 20080526:
253 // if a request is made for an asset which is not in the cache yet, but has already been requested by
254 // something else, queue up the callbacks on that requestor instead of swamping the assetserver
255 // with multiple requests for the same asset.
256
251 AssetBase asset; 257 AssetBase asset;
252 258
253 if (TryGetCachedAsset(assetId, out asset)) 259 if (TryGetCachedAsset(assetId, out asset))
@@ -257,9 +263,33 @@ namespace OpenSim.Framework.Communications.Cache
257 else 263 else
258 { 264 {
259#if DEBUG 265#if DEBUG
260 //m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); 266 // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
261#endif 267#endif
268
269
270 NewAssetRequest req = new NewAssetRequest(assetId, callback);
271 AssetRequestsList requestList;
272
273 lock (RequestLists)
274 {
275 if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
276 {
277 // m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
278 // add to callbacks for this assetId
279 RequestLists[assetId].Requests.Add(req);
280 }
281 else
282 {
283 // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
284 requestList = new AssetRequestsList(assetId);
285 RequestLists.Add(assetId, requestList);
286 requestList.Requests.Add(req);
287 m_assetServer.RequestAsset(assetId, isTexture);
288 }
289 }
290
262 291
292 /* Old code doesn't handle duplicate requests right
263 NewAssetRequest req = new NewAssetRequest(assetId, callback); 293 NewAssetRequest req = new NewAssetRequest(assetId, callback);
264 294
265 // Make sure we always have a request list to which to add the asset 295 // Make sure we always have a request list to which to add the asset
@@ -278,6 +308,7 @@ namespace OpenSim.Framework.Communications.Cache
278 requestList.Requests.Add(req); 308 requestList.Requests.Add(req);
279 309
280 m_assetServer.RequestAsset(assetId, isTexture); 310 m_assetServer.RequestAsset(assetId, isTexture);
311 */
281 } 312 }
282 } 313 }
283 314
@@ -447,6 +478,8 @@ namespace OpenSim.Framework.Communications.Cache
447 478
448 foreach (NewAssetRequest req in theseRequests) 479 foreach (NewAssetRequest req in theseRequests)
449 { 480 {
481 // Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
482 // m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
450 req.Callback(asset.FullID, asset); 483 req.Callback(asset.FullID, asset);
451 } 484 }
452 } 485 }