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* Minimized the number of times textures are pulled off the priority queue
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
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@@ -64,12 +64,17 @@ namespace OpenSim.Services.AssetService
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string loaderArgs = assetConfig.GetString("AssetLoaderArgs",
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String.Empty);
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m_log.InfoFormat("[ASSET]: Loading default asset set from {0}", loaderArgs);
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m_AssetLoader.ForEachDefaultXmlAsset(loaderArgs,
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delegate(AssetBase a)
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{
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Store(a);
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});
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bool assetLoaderEnabled = assetConfig.GetBoolean("AssetLoaderEnabled", true);
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if (assetLoaderEnabled)
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{
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m_log.InfoFormat("[ASSET]: Loading default asset set from {0}", loaderArgs);
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m_AssetLoader.ForEachDefaultXmlAsset(loaderArgs,
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delegate(AssetBase a)
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{
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Store(a);
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});
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}
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m_log.Info("[ASSET CONNECTOR]: Local asset service enabled");
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}
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