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* A saved archive now immediately expires the data in the asset cache that it used, rather than retaining all the assets (esp textures) in the cache. * This is an imperfect solution. Ideally we would only expire the assets newly requested for the archive (not existing ones). But doing that would require a lot more restructuring. * I don't believe there are any locking issues due to the locking performed by the underlying memory cache, but please report any issues.
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@@ -46,8 +46,7 @@ namespace OpenSim.Framework.Communications.Cache
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/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
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/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
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/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
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/// AssetNotFound(), which means they do share the same asset and texture caches.I agr
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/// AssetNotFound(), which means they do share the same asset and texture caches.
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public class AssetCache : IAssetCache
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{
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@@ -401,9 +400,7 @@ namespace OpenSim.Framework.Communications.Cache
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m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24));
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if (StatsManager.SimExtraStats != null)
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{
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StatsManager.SimExtraStats.AddAsset(assetInf);
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}
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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