Fix a few small issues with the progressive texture-download:

- The initial priority wasn't passed in, so a discardLevel of -1 in the first
  request automatically cancelled texture-download.
- One-packet textures weren't handled, as CurrentPacket starts at 1 and
  StopPacket == 0 in that case.
- Increased MAX_ALLOWED_TEXTURE_REQUESTS to 15; incremental texture downloads
  will cause more requests.
This commit is contained in:
Homer Horwitz
2008-11-17 22:15:02 +00:00
parent a8e40bed52
commit 5972eb8848
2 changed files with 12 additions and 11 deletions

View File

@@ -57,11 +57,10 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
/// <summary>
/// We will allow the client to request the same texture n times before dropping further requests
///
/// This number includes repeated requests for the same texture at different resolutions (which we don't
/// currently handle properly as far as I know). However, this situation should be handled in a more
/// sophisticated way.
/// This number contains repeated requests for the same texture at different resolutions (which
/// are handled since r7368). However, this situation should be handled in a more sophisticated way.
/// </summary>
private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 15;
/// <summary>
/// XXX Also going to limit requests for found textures.
@@ -150,7 +149,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
m_scene.AddPendingDownloads(1);
TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber, e.Priority);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);