* 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
This commit is contained in:
Justin Clarke Casey
2008-06-16 21:59:39 +00:00
parent be79b56cc3
commit 4c2171ec82
3 changed files with 103 additions and 58 deletions

View File

@@ -270,7 +270,6 @@ namespace OpenSim.Framework.Communications.Cache
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
#endif
NewAssetRequest req = new NewAssetRequest(assetId, callback);
AssetRequestsList requestList;
@@ -291,28 +290,6 @@ namespace OpenSim.Framework.Communications.Cache
m_assetServer.RequestAsset(assetId, isTexture);
}
}
/* Old code doesn't handle duplicate requests right
NewAssetRequest req = new NewAssetRequest(assetId, callback);
// Make sure we always have a request list to which to add the asset
AssetRequestsList requestList;
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (GetAsset)");
if (!RequestLists.TryGetValue(assetId, out requestList))
{
requestList = new AssetRequestsList(assetId);
RequestLists.Add(assetId, requestList);
}
}
// m_log.Info("AssetCache: Lock released on requestLists (GetAsset)");
requestList.Requests.Add(req);
m_assetServer.RequestAsset(assetId, isTexture);
*/
}
}