aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/Communications/Cache
diff options
context:
space:
mode:
authorJustin Clarke Casey2008-10-28 21:31:23 +0000
committerJustin Clarke Casey2008-10-28 21:31:23 +0000
commit1ff9709ea3d5e7c9ef21f6f59ae0dce62dd7b1c4 (patch)
tree8eeadcfcbee10726afd731a85bf569df3dc0916c /OpenSim/Framework/Communications/Cache
parent* minor: Add documentation to some of the appearance methods, change some log... (diff)
downloadopensim-SC_OLD-1ff9709ea3d5e7c9ef21f6f59ae0dce62dd7b1c4.zip
opensim-SC_OLD-1ff9709ea3d5e7c9ef21f6f59ae0dce62dd7b1c4.tar.gz
opensim-SC_OLD-1ff9709ea3d5e7c9ef21f6f59ae0dce62dd7b1c4.tar.bz2
opensim-SC_OLD-1ff9709ea3d5e7c9ef21f6f59ae0dce62dd7b1c4.tar.xz
* Possibly fix grey avatar appearance problems
* And hopefully rebaking all the time should no longer be necessary now * It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated). * It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with ImageNotInDatabasePacket * However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store the asset instead. * This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
Diffstat (limited to 'OpenSim/Framework/Communications/Cache')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs29
1 files changed, 26 insertions, 3 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 1a442ea..1ae7eb7 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -334,6 +334,10 @@ namespace OpenSim.Framework.Communications.Cache
334 /// <param name="asset"></param> 334 /// <param name="asset"></param>
335 public void AddAsset(AssetBase asset) 335 public void AddAsset(AssetBase asset)
336 { 336 {
337// m_log.DebugFormat(
338// "[ASSET CACHE]: Uploaded asset {0}, temporary {1}, store local {2}",
339// asset.ID, asset.Temporary, asset.Local);
340
337 if (asset.Type == (int)AssetType.Texture) 341 if (asset.Type == (int)AssetType.Texture)
338 { 342 {
339 if (!Textures.ContainsKey(asset.FullID)) 343 if (!Textures.ContainsKey(asset.FullID))
@@ -344,11 +348,23 @@ namespace OpenSim.Framework.Communications.Cache
344 if (StatsManager.SimExtraStats != null) 348 if (StatsManager.SimExtraStats != null)
345 StatsManager.SimExtraStats.AddTexture(textur); 349 StatsManager.SimExtraStats.AddTexture(textur);
346 350
347 if (!asset.Temporary) 351 // According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the
352 // information is stored locally. It could disappear, in which case we could send the
353 // ImageNotInDatabase packet to tell the client this. However, when this was enabled in
354 // TextureNotFoundSender it ended up crashing clients - we need to go back and try this again.
355 //
356 // In the mean time, we're just going to push local assets to the permanent store instead.
357 // TODO: Need to come back and address this.
358 // TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView.
359 if (!asset.Temporary || asset.Local)
348 { 360 {
349 m_assetServer.StoreAsset(asset); 361 m_assetServer.StoreAsset(asset);
350 } 362 }
351 } 363 }
364// else
365// {
366// m_log.DebugFormat("[ASSET CACHE]: Textures already contains {0}", asset.ID);
367// }
352 } 368 }
353 else 369 else
354 { 370 {
@@ -360,11 +376,16 @@ namespace OpenSim.Framework.Communications.Cache
360 if (StatsManager.SimExtraStats != null) 376 if (StatsManager.SimExtraStats != null)
361 StatsManager.SimExtraStats.AddAsset(assetInf); 377 StatsManager.SimExtraStats.AddAsset(assetInf);
362 378
363 if (!asset.Temporary) 379 // See comment above.
380 if (!asset.Temporary || asset.Local)
364 { 381 {
365 m_assetServer.StoreAsset(asset); 382 m_assetServer.StoreAsset(asset);
366 } 383 }
367 } 384 }
385// else
386// {
387// m_log.DebugFormat("[ASSET CACHE]: Assets already contains {0}", asset.ID);
388// }
368 } 389 }
369 } 390 }
370 391
@@ -394,6 +415,8 @@ namespace OpenSim.Framework.Communications.Cache
394 // See IAssetReceiver 415 // See IAssetReceiver
395 public void AssetReceived(AssetBase asset, bool IsTexture) 416 public void AssetReceived(AssetBase asset, bool IsTexture)
396 { 417 {
418// m_log.DebugFormat("[ASSET CACHE]: Received asset {0}", asset.ID);
419
397 //check if it is a texture or not 420 //check if it is a texture or not
398 //then add to the correct cache list 421 //then add to the correct cache list
399 //then check for waiting requests for this asset/texture (in the Requested lists) 422 //then check for waiting requests for this asset/texture (in the Requested lists)
@@ -464,7 +487,7 @@ namespace OpenSim.Framework.Communications.Cache
464 // See IAssetReceiver 487 // See IAssetReceiver
465 public void AssetNotFound(UUID assetID, bool IsTexture) 488 public void AssetNotFound(UUID assetID, bool IsTexture)
466 { 489 {
467 //m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID); 490// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
468 491
469 if (IsTexture) 492 if (IsTexture)
470 { 493 {