Removed unused code -- this was the previous version of UDP texture sending, which now lives entirely in LindenUDP space.

This commit is contained in:
Diva Canto
2010-12-23 10:05:08 -08:00
parent 862da9a55f
commit 54418c5e69
6 changed files with 19 additions and 951 deletions

View File

@@ -7189,34 +7189,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//handlerTextureRequest = null;
for (int i = 0; i < imageRequest.RequestImage.Length; i++)
{
if (OnRequestTexture != null)
TextureRequestArgs args = new TextureRequestArgs();
RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i];
args.RequestedAssetID = block.Image;
args.DiscardLevel = block.DiscardLevel;
args.PacketNumber = block.Packet;
args.Priority = block.DownloadPriority;
args.requestSequence = imageRequest.Header.Sequence;
// NOTE: This is not a built in part of the LLUDP protocol, but we double the
// priority of avatar textures to get avatars rezzing in faster than the
// surrounding scene
if ((ImageType)block.Type == ImageType.Baked)
args.Priority *= 2.0f;
// in the end, we null this, so we have to check if it's null
if (m_imageManager != null)
{
TextureRequestArgs args = new TextureRequestArgs();
RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i];
args.RequestedAssetID = block.Image;
args.DiscardLevel = block.DiscardLevel;
args.PacketNumber = block.Packet;
args.Priority = block.DownloadPriority;
args.requestSequence = imageRequest.Header.Sequence;
// NOTE: This is not a built in part of the LLUDP protocol, but we double the
// priority of avatar textures to get avatars rezzing in faster than the
// surrounding scene
if ((ImageType)block.Type == ImageType.Baked)
args.Priority *= 2.0f;
//handlerTextureRequest = OnRequestTexture;
//if (handlerTextureRequest != null)
//OnRequestTexture(this, args);
// in the end, we null this, so we have to check if it's null
if (m_imageManager != null)
{
m_imageManager.EnqueueReq(args);
}
m_imageManager.EnqueueReq(args);
}
}
return true;