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authorTeravus Ovares2009-07-30 06:27:45 +0000
committerTeravus Ovares2009-07-30 06:27:45 +0000
commita8246bc57ea6735965b48625b092a63663c4560b (patch)
tree2ea1d781e4df94a89cb2c2907a73e43892d4b466 /OpenSim
parentAdd basic support ofr detached request handling to the HTTP server. (diff)
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* Remove and comment out old and unneeded parts of the old TextureDownload and UserTextureDownloadService modules.
* These have been mostly replaced by the PriorityQueue sender in LLClientView (it was still using threads and poll processing!) * Thread Reduction! * Might have been sending more image packets then necessary previously, texture times 2. We'll see if this reduces the texture packet load.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Agent/TextureDownload/TextureDownloadModule.cs13
-rw-r--r--OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs74
2 files changed, 39 insertions, 48 deletions
diff --git a/OpenSim/Region/CoreModules/Agent/TextureDownload/TextureDownloadModule.cs b/OpenSim/Region/CoreModules/Agent/TextureDownload/TextureDownloadModule.cs
index 0d95f15..fa5369f 100644
--- a/OpenSim/Region/CoreModules/Agent/TextureDownload/TextureDownloadModule.cs
+++ b/OpenSim/Region/CoreModules/Agent/TextureDownload/TextureDownloadModule.cs
@@ -60,8 +60,6 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
60 private Scene m_scene; 60 private Scene m_scene;
61 private List<Scene> m_scenes = new List<Scene>(); 61 private List<Scene> m_scenes = new List<Scene>();
62 62
63 private Thread m_thread;
64
65 public TextureDownloadModule() 63 public TextureDownloadModule()
66 { 64 {
67 } 65 }
@@ -70,15 +68,16 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
70 68
71 public void Initialise(Scene scene, IConfigSource config) 69 public void Initialise(Scene scene, IConfigSource config)
72 { 70 {
71
73 if (m_scene == null) 72 if (m_scene == null)
74 { 73 {
75 //m_log.Debug("Creating Texture download module"); 74 //m_log.Debug("Creating Texture download module");
76 m_scene = scene; 75 m_scene = scene;
77 m_thread = new Thread(new ThreadStart(ProcessTextureSenders)); 76 //m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
78 m_thread.Name = "ProcessTextureSenderThread"; 77 //m_thread.Name = "ProcessTextureSenderThread";
79 m_thread.IsBackground = true; 78 //m_thread.IsBackground = true;
80 m_thread.Start(); 79 //m_thread.Start();
81 ThreadTracker.Add(m_thread); 80 //ThreadTracker.Add(m_thread);
82 } 81 }
83 82
84 if (!m_scenes.Contains(scene)) 83 if (!m_scenes.Contains(scene))
diff --git a/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
index b333f73..5be2a65 100644
--- a/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
+++ b/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
@@ -106,67 +106,57 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
106 /// <param name="e"></param> 106 /// <param name="e"></param>
107 public void HandleTextureRequest(TextureRequestArgs e) 107 public void HandleTextureRequest(TextureRequestArgs e)
108 { 108 {
109 TextureSender.TextureSender textureSender; 109
110 //TextureSender.TextureSender textureSender;
110 111
111 //TODO: should be working out the data size/ number of packets to be sent for each discard level 112 //TODO: should be working out the data size/ number of packets to be sent for each discard level
112 if ((e.DiscardLevel >= 0) || (e.Priority != 0)) 113 //if ((e.DiscardLevel >= 0) || (e.Priority != 0))
113 { 114 //{
114 lock (m_textureSenders) 115 //lock (m_textureSenders)
115 { 116 //{
116 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender)) 117 //if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
117 { 118 //{
118 // If we've received new non UUID information for this request and it hasn't dispatched 119 // If we've received new non UUID information for this request and it hasn't dispatched
119 // yet, then update the request accordingly. 120 // yet, then update the request accordingly.
120 textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); 121 // textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
121 } 122 //}
122 else 123 //else
123 { 124 //{
124 // m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID); 125 // m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
125 126
126 if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) 127 //if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
127 { 128 //{
128 // m_log.DebugFormat( 129 // m_log.DebugFormat(
129 // "[TEXTURE]: Refusing request for {0} from client {1}", 130 // "[TEXTURE]: Refusing request for {0} from client {1}",
130 // e.RequestedAssetID, m_client.AgentId); 131 // e.RequestedAssetID, m_client.AgentId);
131 132
132 return; 133 //return;
133 } 134 //}
134 else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) 135 //else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
135 { 136 //{
136 if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID)) 137 // if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
137 { 138 // {
138 if (StatsManager.SimExtraStats != null) 139 // if (StatsManager.SimExtraStats != null)
139 StatsManager.SimExtraStats.AddBlockedMissingTextureRequest(); 140 // StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
140 141
141 // Commenting out this message for now as it causes too much noise with other 142 // Commenting out this message for now as it causes too much noise with other
142 // debug messages. 143 // debug messages.
143 // m_log.DebugFormat( 144 // m_log.DebugFormat(
144 // "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests", 145 // "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
145 // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); 146 // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
146 } 147 // }
147 148
148 return; 149 // return;
149 } 150 //}
150 151
151 m_scene.StatsReporter.AddPendingDownloads(1); 152 m_scene.StatsReporter.AddPendingDownloads(1);
152 153
153 TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber); 154 //TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
154 m_textureSenders.Add(e.RequestedAssetID, requestHandler); 155 //m_textureSenders.Add(e.RequestedAssetID, null);
155 156
156 m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived); 157 m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
157 } 158
158 } 159
159 }
160 else
161 {
162 lock (m_textureSenders)
163 {
164 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
165 {
166 textureSender.Cancel = true;
167 }
168 }
169 }
170 } 160 }
171 161
172 protected void TextureReceived(string id, Object sender, AssetBase asset) 162 protected void TextureReceived(string id, Object sender, AssetBase asset)
@@ -189,6 +179,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
189 if (closed) 179 if (closed)
190 return; 180 return;
191 181
182 /*
192 lock (m_textureSenders) 183 lock (m_textureSenders)
193 { 184 {
194 TextureSender.TextureSender textureSender; 185 TextureSender.TextureSender textureSender;
@@ -233,6 +224,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
233 textureID); 224 textureID);
234 } 225 }
235 } 226 }
227 */
236 } 228 }
237 229
238 /// <summary> 230 /// <summary>