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author | Justin Clarke Casey | 2008-03-19 14:38:58 +0000 |
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committer | Justin Clarke Casey | 2008-03-19 14:38:58 +0000 |
commit | 93d05b8b1f7aef0879e12d123298f9b58e754ff8 (patch) | |
tree | 0a63bb771fa33b5767eedfb08471f7c55e80a679 /OpenSim | |
parent | * Documentation patch from krtaylor. Thanks! (diff) | |
download | opensim-SC_OLD-93d05b8b1f7aef0879e12d123298f9b58e754ff8.zip opensim-SC_OLD-93d05b8b1f7aef0879e12d123298f9b58e754ff8.tar.gz opensim-SC_OLD-93d05b8b1f7aef0879e12d123298f9b58e754ff8.tar.bz2 opensim-SC_OLD-93d05b8b1f7aef0879e12d123298f9b58e754ff8.tar.xz |
* Print a warning every 20 times a client requests a texture that it should already have received
* The warning will be
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs | 66 |
1 files changed, 43 insertions, 23 deletions
diff --git a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs index 7ec78a4..aa17cec 100644 --- a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs +++ b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs | |||
@@ -64,7 +64,12 @@ namespace OpenSim.Region.Environment.Modules | |||
64 | /// XXX This is really a temporary solution to deal with the situation where a client continually requests | 64 | /// XXX This is really a temporary solution to deal with the situation where a client continually requests |
65 | /// the same missing textures | 65 | /// the same missing textures |
66 | /// </summary> | 66 | /// </summary> |
67 | private readonly Dictionary<LLUUID, int> missingTextureRequests = new Dictionary<LLUUID, int>(); | 67 | private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>(); |
68 | |||
69 | /// <summary> | ||
70 | /// XXX Also going to record all the textures found and dispatched | ||
71 | /// </summary> | ||
72 | private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>(); | ||
68 | 73 | ||
69 | private readonly Scene m_scene; | 74 | private readonly Scene m_scene; |
70 | 75 | ||
@@ -99,12 +104,14 @@ namespace OpenSim.Region.Environment.Modules | |||
99 | textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); | 104 | textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); |
100 | } | 105 | } |
101 | else | 106 | else |
102 | { | 107 | { |
103 | // If we've already told the client we're missing the texture, then don't ask the | 108 | // If we've already told the client we're missing the texture, then don't ask the |
104 | // asset server for it again - record the fact that it's missing instead. | 109 | // asset server for it again - record the fact that it's missing instead. |
105 | if (missingTextureRequests.ContainsKey(e.RequestedAssetID)) | 110 | // XXX This is to reduce (but not resolve) a current problem where some clients keep |
111 | // requesting the same textures | ||
112 | if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID)) | ||
106 | { | 113 | { |
107 | int requests = missingTextureRequests[e.RequestedAssetID] + 1; | 114 | int requests = missingTextureRequestCounts[e.RequestedAssetID] + 1; |
108 | 115 | ||
109 | if (requests % 20 == 0) | 116 | if (requests % 20 == 0) |
110 | { | 117 | { |
@@ -113,18 +120,32 @@ namespace OpenSim.Region.Environment.Modules | |||
113 | requests, e.RequestedAssetID, m_client.AgentId); | 120 | requests, e.RequestedAssetID, m_client.AgentId); |
114 | } | 121 | } |
115 | 122 | ||
116 | missingTextureRequests[e.RequestedAssetID] = requests; | 123 | missingTextureRequestCounts[e.RequestedAssetID] = requests; |
117 | } | 124 | } |
118 | else | 125 | else |
119 | { | 126 | { |
127 | // Warn the log if we're getting requests for textures we've already dispatched | ||
128 | if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID)) | ||
129 | { | ||
130 | int requests = dispatchedTextureRequestCounts[e.RequestedAssetID] + 1; | ||
131 | |||
132 | if (requests % 20 == 0) | ||
133 | { | ||
134 | m_log.WarnFormat( | ||
135 | "[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}", | ||
136 | requests, e.RequestedAssetID, m_client.AgentId); | ||
137 | } | ||
138 | |||
139 | dispatchedTextureRequestCounts[e.RequestedAssetID] = requests; | ||
140 | } | ||
141 | |||
120 | //m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Adding download stat {0}", e.RequestedAssetID); | 142 | //m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Adding download stat {0}", e.RequestedAssetID); |
121 | m_scene.AddPendingDownloads(1); | 143 | m_scene.AddPendingDownloads(1); |
122 | 144 | ||
123 | TextureSender requestHandler = | 145 | TextureSender requestHandler = new TextureSender(m_client, e.DiscardLevel, e.PacketNumber); |
124 | new TextureSender(m_client, e.DiscardLevel, e.PacketNumber); | ||
125 | m_textureSenders.Add(e.RequestedAssetID, requestHandler); | 146 | m_textureSenders.Add(e.RequestedAssetID, requestHandler); |
126 | 147 | ||
127 | m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true); | 148 | m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true); |
128 | } | 149 | } |
129 | } | 150 | } |
130 | } | 151 | } |
@@ -162,20 +183,13 @@ namespace OpenSim.Region.Environment.Modules | |||
162 | // Needs investigation. | 183 | // Needs investigation. |
163 | if (texture == null || texture.Data == null) | 184 | if (texture == null || texture.Data == null) |
164 | { | 185 | { |
165 | // We're only going to tell the client once about a missing texture, even if it keeps asking | 186 | m_log.DebugFormat( |
166 | // XXX This is to reduce (but not resolve) a current problem where some clients keep requesting the same textures | 187 | "[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}", |
167 | // - one might want to do this for all asset requests (or allow a number of retries) in the | 188 | textureID, m_client.AgentId); |
168 | // longer term. | 189 | |
169 | if (!missingTextureRequests.ContainsKey(textureID)) | 190 | ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID); |
170 | { | 191 | EnqueueTextureSender(textureNotFoundSender); |
171 | m_log.DebugFormat( | 192 | missingTextureRequestCounts.Add(textureID, 1); |
172 | "[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}", | ||
173 | textureID, m_client.AgentId); | ||
174 | |||
175 | ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID); | ||
176 | EnqueueTextureSender(textureNotFoundSender); | ||
177 | missingTextureRequests.Add(textureID, 1); | ||
178 | } | ||
179 | } | 193 | } |
180 | else | 194 | else |
181 | { | 195 | { |
@@ -183,6 +197,12 @@ namespace OpenSim.Region.Environment.Modules | |||
183 | { | 197 | { |
184 | textureSender.TextureReceived(texture); | 198 | textureSender.TextureReceived(texture); |
185 | EnqueueTextureSender(textureSender); | 199 | EnqueueTextureSender(textureSender); |
200 | |||
201 | // Record the fact that we've put this texture in for dispatch | ||
202 | if (!dispatchedTextureRequestCounts.ContainsKey(textureID)) | ||
203 | { | ||
204 | dispatchedTextureRequestCounts.Add(textureID, 1); | ||
205 | } | ||
186 | } | 206 | } |
187 | } | 207 | } |
188 | 208 | ||