aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/Communications
diff options
context:
space:
mode:
authorJustin Clarke Casey2007-12-22 19:48:01 +0000
committerJustin Clarke Casey2007-12-22 19:48:01 +0000
commitc470efea5734e4515baaf9023f2f2b2cd724725c (patch)
tree23c6c1d80fe1c8995644c2e51002290de7216048 /OpenSim/Framework/Communications
parentminor refactor (diff)
downloadopensim-SC_OLD-c470efea5734e4515baaf9023f2f2b2cd724725c.zip
opensim-SC_OLD-c470efea5734e4515baaf9023f2f2b2cd724725c.tar.gz
opensim-SC_OLD-c470efea5734e4515baaf9023f2f2b2cd724725c.tar.bz2
opensim-SC_OLD-c470efea5734e4515baaf9023f2f2b2cd724725c.tar.xz
Make copying of scripts into prim inventories more reliable on the first attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now. This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures for the main map view.
Diffstat (limited to 'OpenSim/Framework/Communications')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs48
1 files changed, 45 insertions, 3 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index d1ff9c9..4765548 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -156,16 +156,58 @@ namespace OpenSim.Framework.Communications.Cache
156 } 156 }
157 } 157 }
158 158
159 /// <summary>
160 /// Get an asset. If the asset isn't in the cache, a request will be made to the persistent store to
161 /// load it into the cache.
162 ///
163 /// XXX We'll keep polling the cache until we get the asset or we exceed
164 /// the allowed number of polls. This isn't a very good way of doing things since a single thread
165 /// is processing inbound packets, so if the asset server is slow, we could block this for up to
166 /// the timeout period. What we might want to do is register asynchronous callbacks on asset
167 /// receipt in the same manner as the nascent (but not yet active) TextureDownloadModule. Of course,
168 /// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
169 /// asset is much more likely to have made it into the cache.
170 /// </summary>
171 /// <param name="assetID"></param>
172 /// <param name="isTexture"></param>
173 /// <returns>null if the asset could not be retrieved</returns>
159 public AssetBase GetAsset(LLUUID assetID, bool isTexture) 174 public AssetBase GetAsset(LLUUID assetID, bool isTexture)
160 { 175 {
176 // I'm not going over 3 seconds since this will be blocking processing of all the other inbound
177 // packets from the client.
178 int pollPeriod = 200;
179 int maxPolls = 15;
180
161 AssetBase asset = GetCachedAsset(assetID); 181 AssetBase asset = GetCachedAsset(assetID);
162 if (asset == null) 182 if (asset != null)
163 { 183 {
164 m_assetServer.RequestAsset(assetID, isTexture); 184 return asset;
165 } 185 }
166 return asset; 186
187 m_assetServer.RequestAsset(assetID, isTexture);
188
189 do
190 {
191 Thread.Sleep(pollPeriod);
192
193 asset = GetCachedAsset(assetID);
194 if (asset != null)
195 {
196 return asset;
197 }
198 }
199 while (--maxPolls > 0);
200
201 MainLog.Instance.Warn(
202 "ASSETCACHE", "Asset {0} was not received before the retrieval timeout was reached");
203
204 return null;
167 } 205 }
168 206
207 /// <summary>
208 /// Add an asset to both the persistent store and the cache.
209 /// </summary>
210 /// <param name="asset"></param>
169 public void AddAsset(AssetBase asset) 211 public void AddAsset(AssetBase asset)
170 { 212 {
171 string temporary = asset.Temporary ? "temporary" : ""; 213 string temporary = asset.Temporary ? "temporary" : "";