From bdc13455011c9de2877813138a49d83fc52d3142 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Fri, 2 Oct 2009 13:08:15 -0700 Subject: * Removed even more unnecessary state variables from J2KImage * Fixed the incorrect "out of memory?" exception messages and replaced them with useful information * Cleaned up J2KImage and LLImageManager to conform to coding conventions --- .../Region/ClientStack/LindenUDP/LLImageManager.cs | 46 +++++++++++----------- 1 file changed, 23 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs index a484fdf..d641b6c 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs @@ -45,7 +45,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { public int Compare(J2KImage x, J2KImage y) { - return x.m_requestedPriority.CompareTo(y.m_requestedPriority); + return x.Priority.CompareTo(y.Priority); } } @@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Do a linear search for this texture download lock (m_priorityQueue) - m_priorityQueue.Find(delegate(J2KImage img) { return img.m_requestedUUID == newRequest.RequestedAssetID; }, out imgrequest); + m_priorityQueue.Find(delegate(J2KImage img) { return img.TextureID == newRequest.RequestedAssetID; }, out imgrequest); if (imgrequest != null) { @@ -105,7 +105,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP try { lock (m_priorityQueue) - m_priorityQueue.Delete(imgrequest.m_priorityQueueHandle); + m_priorityQueue.Delete(imgrequest.PriorityQueueHandle); } catch (Exception) { } } @@ -116,29 +116,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP //Check the packet sequence to make sure this isn't older than //one we've already received - if (newRequest.requestSequence > imgrequest.m_lastSequence) + if (newRequest.requestSequence > imgrequest.LastSequence) { //Update the sequence number of the last RequestImage packet - imgrequest.m_lastSequence = newRequest.requestSequence; + imgrequest.LastSequence = newRequest.requestSequence; //Update the requested discard level - imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; + imgrequest.DiscardLevel = newRequest.DiscardLevel; //Update the requested packet number - imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; + imgrequest.StartPacket = newRequest.PacketNumber; //Update the requested priority - imgrequest.m_requestedPriority = newRequest.Priority; + imgrequest.Priority = newRequest.Priority; try { lock (m_priorityQueue) - m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest); + m_priorityQueue.Replace(imgrequest.PriorityQueueHandle, imgrequest); } catch (Exception) { - imgrequest.m_priorityQueueHandle = null; + imgrequest.PriorityQueueHandle = null; lock (m_priorityQueue) - m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); + m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest); } //Run an update @@ -161,29 +161,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP imgrequest = new J2KImage(this); //Assign our decoder module - imgrequest.m_j2kDecodeModule = m_j2kDecodeModule; + imgrequest.J2KDecoder = m_j2kDecodeModule; //Assign our asset cache module - imgrequest.m_assetCache = m_assetCache; + imgrequest.AssetService = m_assetCache; //Assign the requested discard level - imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; + imgrequest.DiscardLevel = newRequest.DiscardLevel; //Assign the requested packet number - imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; + imgrequest.StartPacket = newRequest.PacketNumber; //Assign the requested priority - imgrequest.m_requestedPriority = newRequest.Priority; + imgrequest.Priority = newRequest.Priority; //Assign the asset uuid - imgrequest.m_requestedUUID = newRequest.RequestedAssetID; + imgrequest.TextureID = newRequest.RequestedAssetID; //Assign the requested priority - imgrequest.m_requestedPriority = newRequest.Priority; + imgrequest.Priority = newRequest.Priority; //Add this download to the priority queue lock (m_priorityQueue) - m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); + m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest); //Run an update imgrequest.RunUpdate(); @@ -249,12 +249,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP lock (m_priorityQueue) imagereq = m_priorityQueue.FindMax(); - if (imagereq.m_decoded == true) + if (imagereq.IsDecoded == true) { // we need to test this here now that we are dropping assets - if (!imagereq.m_hasasset) + if (!imagereq.HasAsset) { - m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.m_requestedUUID); + m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.TextureID); imagereq.RunUpdate(); continue; } @@ -268,7 +268,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP try { lock (m_priorityQueue) - m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); + m_priorityQueue.Delete(imagereq.PriorityQueueHandle); } catch (Exception) { } } -- cgit v1.1