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* Allow archiver to save and load objects within other objects to arbitrary levels
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved contained items). These will be found and eliminated in subsequent patches. * Not yet ready for use
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@@ -270,7 +270,6 @@ namespace OpenSim.Framework.Communications.Cache
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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#endif
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NewAssetRequest req = new NewAssetRequest(assetId, callback);
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AssetRequestsList requestList;
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@@ -291,28 +290,6 @@ namespace OpenSim.Framework.Communications.Cache
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m_assetServer.RequestAsset(assetId, isTexture);
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}
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}
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/* Old code doesn't handle duplicate requests right
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NewAssetRequest req = new NewAssetRequest(assetId, callback);
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// Make sure we always have a request list to which to add the asset
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AssetRequestsList requestList;
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (GetAsset)");
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if (!RequestLists.TryGetValue(assetId, out requestList))
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{
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requestList = new AssetRequestsList(assetId);
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RequestLists.Add(assetId, requestList);
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}
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}
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// m_log.Info("AssetCache: Lock released on requestLists (GetAsset)");
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requestList.Requests.Add(req);
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m_assetServer.RequestAsset(assetId, isTexture);
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*/
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}
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}
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