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authorDr Scofield2009-06-09 06:39:27 +0000
committerDr Scofield2009-06-09 06:39:27 +0000
commit759636f37e4ea212af4ca40565b2d4e9be1eebbe (patch)
treea61ad3c3cf5fa5991625064e2d6f78f555c8f9e0 /OpenSim/Framework/Statistics/SimExtraStatsCollector.cs
parentUpdating the flotsam asset cache. Thank you, mcortez! (diff)
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From: Alan Webb <alan_webb@us.ibm.com>
This change addresses two issues: [1] It adds a flag field to the blendface call which allows the caller to indicate whether or not the generated asset is temporary, and whether or not the asset being replaced should be explicitly retired fromt the memory cache. The decimal values correspond to: 0 - Permanent asset, do not expire old asset 1 - Permanent asset, expire old asset 2 - Temporary asset, do not expire old asset 3 - Temporary asset, expire old asset '3' corresponds to the default behavior seen today, and is the continued behavior of the non-blendface calls. [2] The dynamic texture routines are highly-asynchronous and can be scheduled simultaneously on a multi-core machine. The nature of the texture management interfaece is such that updates may be lost, and the nature of asynchornous operation means that they may be processed out of order. A lock has been added to ensure that updates are at least atomic. No attempt has been made to enforce ordering. The lock applies to the SceneObjectPart being updated and is held for the lifetime of the TextureEntry used to carry texture updates (the one instance carries all faces supported by the prim). Users of these services should remember that the dynamic texture call is asynchronous and control will be returned *before* the texture update has actually occurred. As a result, a isubsequent GetTexture call may not return the expected asset id. A script must wait for the corresponding TEXTURE_CHANGED event before retrieving any texture information.
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