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* Only count download requests for assets which are not already waiting for data from the asset server
* This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
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@@ -249,6 +249,8 @@ namespace OpenSim.Framework.Communications.Cache
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}
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else
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{
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m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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NewAssetRequest req = new NewAssetRequest(assetId, callback);
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// Make sure we always have a request list to which to add the asset
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@@ -265,11 +267,10 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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m_log.DebugFormat("[ASSET CACHE]: Added request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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requestList.Requests.Add(req);
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m_assetServer.RequestAsset(assetId, isTexture);
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}
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}
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}
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/// <summary>
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@@ -383,7 +384,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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m_log.InfoFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
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m_log.DebugFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
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}
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/// <summary>
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@@ -411,7 +412,7 @@ namespace OpenSim.Framework.Communications.Cache
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// See IAssetReceiver
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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m_log.InfoFormat("[ASSET CACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID);
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m_log.DebugFormat("[ASSET CACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID);
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if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
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{
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@@ -425,7 +426,7 @@ namespace OpenSim.Framework.Communications.Cache
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TextureImage image = new TextureImage(asset);
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if (Textures.ContainsKey(image.FullID))
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{
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m_log.InfoFormat("[ASSET CACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID);
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m_log.DebugFormat("[ASSET CACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID);
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}
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else
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{
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