From 3bdd4db3fd7eddb9e4f017cc45aa3eb2b3921111 Mon Sep 17 00:00:00 2001
From: Dahlia Trimble
Date: Sat, 10 Jan 2009 01:46:47 +0000
Subject: Thanks jhurliman for a patch that implements progressive texture
downloading - Mantis #2655
---
.../Modules/Agent/TextureDownload/UserTextureDownloadService.cs | 9 ++++-----
1 file changed, 4 insertions(+), 5 deletions(-)
(limited to 'OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs')
diff --git a/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
index d6c9877..aab4ad0 100644
--- a/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
+++ b/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
@@ -56,11 +56,10 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
///
/// We will allow the client to request the same texture n times before dropping further requests
///
- /// This number includes repeated requests for the same texture at different resolutions (which we don't
- /// currently handle properly as far as I know). However, this situation should be handled in a more
- /// sophisticated way.
+ /// This number contains repeated requests for the same texture at different resolutions (which
+ /// are handled since r7368). However, this situation should be handled in a more sophisticated way.
///
- private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
+ private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 15;
///
/// XXX Also going to limit requests for found textures.
@@ -149,7 +148,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
m_scene.AddPendingDownloads(1);
- TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
+ TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber, e.Priority);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
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