From 54418c5e69c5085750762e2bd3220ae7a6808471 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Thu, 23 Dec 2010 10:05:08 -0800 Subject: Removed unused code -- this was the previous version of UDP texture sending, which now lives entirely in LindenUDP space. --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 40 +++++++++------------- 1 file changed, 16 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region/ClientStack') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 929f282..4e4ecea 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -7189,34 +7189,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP //handlerTextureRequest = null; for (int i = 0; i < imageRequest.RequestImage.Length; i++) { - if (OnRequestTexture != null) - { - TextureRequestArgs args = new TextureRequestArgs(); - - RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i]; - - args.RequestedAssetID = block.Image; - args.DiscardLevel = block.DiscardLevel; - args.PacketNumber = block.Packet; - args.Priority = block.DownloadPriority; - args.requestSequence = imageRequest.Header.Sequence; + TextureRequestArgs args = new TextureRequestArgs(); - // NOTE: This is not a built in part of the LLUDP protocol, but we double the - // priority of avatar textures to get avatars rezzing in faster than the - // surrounding scene - if ((ImageType)block.Type == ImageType.Baked) - args.Priority *= 2.0f; + RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i]; - //handlerTextureRequest = OnRequestTexture; + args.RequestedAssetID = block.Image; + args.DiscardLevel = block.DiscardLevel; + args.PacketNumber = block.Packet; + args.Priority = block.DownloadPriority; + args.requestSequence = imageRequest.Header.Sequence; - //if (handlerTextureRequest != null) - //OnRequestTexture(this, args); + // NOTE: This is not a built in part of the LLUDP protocol, but we double the + // priority of avatar textures to get avatars rezzing in faster than the + // surrounding scene + if ((ImageType)block.Type == ImageType.Baked) + args.Priority *= 2.0f; - // in the end, we null this, so we have to check if it's null - if (m_imageManager != null) - { - m_imageManager.EnqueueReq(args); - } + // in the end, we null this, so we have to check if it's null + if (m_imageManager != null) + { + m_imageManager.EnqueueReq(args); } } return true; -- cgit v1.1