From 772f88d2e5f4824e06575650736ec11b6ea564d8 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Fri, 16 May 2008 16:37:31 +0000 Subject: * Removing unnecessary LLUUID.Zero check from AssetCache * This revision also includes a very temporary fix for the fact that NREs are received because of a missing avatar apperance in grid mode --- .../Framework/Communications/Cache/AssetCache.cs | 120 ++++++++++----------- OpenSim/Framework/IAssetServer.cs | 7 +- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 7 +- 3 files changed, 69 insertions(+), 65 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index 0669ce9..e1d5d32 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs @@ -371,85 +371,81 @@ namespace OpenSim.Framework.Communications.Cache // See IAssetReceiver public void AssetReceived(AssetBase asset, bool IsTexture) { - if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server + //check if it is a texture or not + //then add to the correct cache list + //then check for waiting requests for this asset/texture (in the Requested lists) + //and move those requests into the Requests list. + if (IsTexture) { - //check if it is a texture or not - //then add to the correct cache list - //then check for waiting requests for this asset/texture (in the Requested lists) - //and move those requests into the Requests list. - - if (IsTexture) + TextureImage image = new TextureImage(asset); + if (!Textures.ContainsKey(image.FullID)) { - TextureImage image = new TextureImage(asset); - if (!Textures.ContainsKey(image.FullID)) - { - Textures.Add(image.FullID, image); + Textures.Add(image.FullID, image); - if (StatsManager.SimExtraStats != null) - { - StatsManager.SimExtraStats.AddTexture(image); - } + if (StatsManager.SimExtraStats != null) + { + StatsManager.SimExtraStats.AddTexture(image); } } - else + } + else + { + AssetInfo assetInf = new AssetInfo(asset); + if (!Assets.ContainsKey(assetInf.FullID)) { - AssetInfo assetInf = new AssetInfo(asset); - if (!Assets.ContainsKey(assetInf.FullID)) - { - Assets.Add(assetInf.FullID, assetInf); + Assets.Add(assetInf.FullID, assetInf); - if (StatsManager.SimExtraStats != null) - { - StatsManager.SimExtraStats.AddAsset(assetInf); - } + if (StatsManager.SimExtraStats != null) + { + StatsManager.SimExtraStats.AddAsset(assetInf); + } - if (RequestedAssets.ContainsKey(assetInf.FullID)) - { - AssetRequest req = RequestedAssets[assetInf.FullID]; - req.AssetInf = assetInf; - req.NumPackets = CalculateNumPackets(assetInf.Data); + if (RequestedAssets.ContainsKey(assetInf.FullID)) + { + AssetRequest req = RequestedAssets[assetInf.FullID]; + req.AssetInf = assetInf; + req.NumPackets = CalculateNumPackets(assetInf.Data); - RequestedAssets.Remove(assetInf.FullID); - AssetRequests.Add(req); - } + RequestedAssets.Remove(assetInf.FullID); + AssetRequests.Add(req); } } + } + + // Notify requesters for this asset + if (RequestLists.ContainsKey(asset.FullID)) + { + AssetRequestsList reqList = null; + lock (RequestLists) + { + //m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)"); + reqList = RequestLists[asset.FullID]; - // Notify requesters for this asset - if (RequestLists.ContainsKey(asset.FullID)) + } + //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)"); + if (reqList != null) { - AssetRequestsList reqList = null; + //making a copy of the list is not ideal + //but the old method of locking around this whole block of code was causing a multi-thread lock + //between this and the TextureDownloadModule + //while the localAsset thread running this and trying to send a texture to the callback in the + //texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding + // the lock in the texturedownload module) was trying to + //request a new asset and hitting a lock in here on the RequestLists. + + List theseRequests = new List(reqList.Requests); + reqList.Requests.Clear(); + lock (RequestLists) { - //m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)"); - reqList = RequestLists[asset.FullID]; - + // m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)"); + RequestLists.Remove(asset.FullID); } - //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)"); - if (reqList != null) - { - //making a copy of the list is not ideal - //but the old method of locking around this whole block of code was causing a multi-thread lock - //between this and the TextureDownloadModule - //while the localAsset thread running this and trying to send a texture to the callback in the - //texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding - // the lock in the texturedownload module) was trying to - //request a new asset and hitting a lock in here on the RequestLists. - - List theseRequests = new List(reqList.Requests); - reqList.Requests.Clear(); - - lock (RequestLists) - { - // m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)"); - RequestLists.Remove(asset.FullID); - } - //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)"); + //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)"); - foreach (NewAssetRequest req in theseRequests) - { - req.Callback(asset.FullID, asset); - } + foreach (NewAssetRequest req in theseRequests) + { + req.Callback(asset.FullID, asset); } } } diff --git a/OpenSim/Framework/IAssetServer.cs b/OpenSim/Framework/IAssetServer.cs index 06a7e32..70feb74 100644 --- a/OpenSim/Framework/IAssetServer.cs +++ b/OpenSim/Framework/IAssetServer.cs @@ -41,7 +41,10 @@ namespace OpenSim.Framework void Close(); } - // could change to delegate? + /// + /// Implemented by classes which with to asynchronously receive asset data from the asset service + /// + /// could change to delegate? public interface IAssetReceiver { /// @@ -62,4 +65,4 @@ namespace OpenSim.Framework { IAssetServer GetAssetServer(); } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 44805cc..bdf1bba 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1451,9 +1451,14 @@ namespace OpenSim.Region.Environment.Scenes /// /// public void SendInitialData() - { + { + // justincc - very temporary fix for the fact that m_apperance appears to be null at this point in grid mode + if (null == m_appearance) + m_appearance = new AvatarAppearance(); + m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, m_pos, m_appearance.Texture.ToBytes(), m_parentID); + if (!m_isChildAgent) { m_scene.InformClientOfNeighbours(this); -- cgit v1.1