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-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs21
1 files changed, 9 insertions, 12 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 3e88eba..c6f41a6 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Framework.Communications.Cache
68 /// <summary> 68 /// <summary>
69 /// Assets requests which are waiting for asset server data. This includes texture requests 69 /// Assets requests which are waiting for asset server data. This includes texture requests
70 /// </summary> 70 /// </summary>
71 private Dictionary<UUID, AssetRequest> RequestedAssets; 71 private Dictionary<UUID, AssetRequest> RequestedAssets;
72 72
73 /// <summary> 73 /// <summary>
74 /// Asset requests with data which are ready to be sent back to requesters. This includes textures. 74 /// Asset requests with data which are ready to be sent back to requesters. This includes textures.
@@ -80,10 +80,11 @@ namespace OpenSim.Framework.Communications.Cache
80 /// </summary> 80 /// </summary>
81 private Dictionary<UUID, AssetRequestsList> RequestLists; 81 private Dictionary<UUID, AssetRequestsList> RequestLists;
82 82
83 /// <summary>
84 /// The 'server' from which assets can be requested and to which assets are persisted.
85 /// </summary>
83 private readonly IAssetServer m_assetServer; 86 private readonly IAssetServer m_assetServer;
84 87
85 private readonly Thread m_assetCacheThread;
86
87 /// <summary> 88 /// <summary>
88 /// Report statistical data. 89 /// Report statistical data.
89 /// </summary> 90 /// </summary>
@@ -175,11 +176,11 @@ namespace OpenSim.Framework.Communications.Cache
175 m_assetServer = assetServer; 176 m_assetServer = assetServer;
176 m_assetServer.SetReceiver(this); 177 m_assetServer.SetReceiver(this);
177 178
178 m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); 179 Thread assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
179 m_assetCacheThread.Name = "AssetCacheThread"; 180 assetCacheThread.Name = "AssetCacheThread";
180 m_assetCacheThread.IsBackground = true; 181 assetCacheThread.IsBackground = true;
181 m_assetCacheThread.Start(); 182 assetCacheThread.Start();
182 ThreadTracker.Add(m_assetCacheThread); 183 ThreadTracker.Add(assetCacheThread);
183 } 184 }
184 185
185 /// <summary> 186 /// <summary>
@@ -252,7 +253,6 @@ namespace OpenSim.Framework.Communications.Cache
252 { 253 {
253 //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId); 254 //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
254 255
255
256 // Xantor 20080526: 256 // Xantor 20080526:
257 // if a request is made for an asset which is not in the cache yet, but has already been requested by 257 // if a request is made for an asset which is not in the cache yet, but has already been requested by
258 // something else, queue up the callbacks on that requestor instead of swamping the assetserver 258 // something else, queue up the callbacks on that requestor instead of swamping the assetserver
@@ -266,9 +266,7 @@ namespace OpenSim.Framework.Communications.Cache
266 } 266 }
267 else 267 else
268 { 268 {
269#if DEBUG
270 // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); 269 // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
271#endif
272 270
273 NewAssetRequest req = new NewAssetRequest(assetId, callback); 271 NewAssetRequest req = new NewAssetRequest(assetId, callback);
274 AssetRequestsList requestList; 272 AssetRequestsList requestList;
@@ -389,7 +387,6 @@ namespace OpenSim.Framework.Communications.Cache
389 /// real solution here is a much better cache archicture, but 387 /// real solution here is a much better cache archicture, but
390 /// this is a stop gap measure until we have such a thing. 388 /// this is a stop gap measure until we have such a thing.
391 /// </summary> 389 /// </summary>
392
393 public void ExpireAsset(UUID uuid) 390 public void ExpireAsset(UUID uuid)
394 { 391 {
395 // uuid is unique, so no need to worry about it showing up 392 // uuid is unique, so no need to worry about it showing up