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Region ground texture was not marked as temporary, when being created, and assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures.
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@@ -139,25 +139,27 @@ namespace OpenSim.Framework.Communications.Cache
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if (asset.Type == 0)
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{
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//Console.WriteLine("which is a texture");
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if (!this.Textures.ContainsKey(asset.FullID))
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if (!Textures.ContainsKey(asset.FullID))
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{ //texture
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TextureImage textur = new TextureImage(asset);
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this.Textures.Add(textur.FullID, textur);
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this._assetServer.StoreAndCommitAsset(asset);
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Textures.Add(textur.FullID, textur);
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if(!asset.Temporary)
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_assetServer.StoreAndCommitAsset(asset);
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}
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else
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{
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TextureImage textur = new TextureImage(asset);
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this.Textures[asset.FullID] = textur;
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Textures[asset.FullID] = textur;
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}
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}
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else
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{
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if (!this.Assets.ContainsKey(asset.FullID))
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if (!Assets.ContainsKey(asset.FullID))
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{
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AssetInfo assetInf = new AssetInfo(asset);
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this.Assets.Add(assetInf.FullID, assetInf);
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this._assetServer.StoreAndCommitAsset(asset);
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Assets.Add(assetInf.FullID, assetInf);
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if (!asset.Temporary)
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_assetServer.StoreAndCommitAsset(asset);
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}
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}
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}
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@@ -517,6 +517,7 @@ namespace OpenSim.Region.Environment.Scenes
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asset.Data = data;
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asset.Name = "terrainImage";
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asset.Type = 0;
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asset.Temporary = true;
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commsManager.AssetCache.AddAsset(asset);
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}
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