* 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
This commit is contained in:
Justin Clarke Casey
2008-02-20 20:23:03 +00:00
parent 684059afdf
commit 7d7ad4dff2
5 changed files with 22 additions and 20 deletions

View File

@@ -13,7 +13,7 @@
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
@@ -161,7 +161,6 @@ namespace OpenSim.Region.Environment.Modules
if (TryGetUserTextureService(client.AgentId, out textureService))
{
textureService.HandleTextureRequest(client, e);
m_scene.AddPendingDownloads(1);
}
}
@@ -208,8 +207,9 @@ namespace OpenSim.Region.Environment.Modules
/// <param name="sender"></param>
private void TextureSent(TextureSender sender)
{
sender.Sending = false;
m_scene.AddPendingDownloads(-1);
sender.Sending = false;
//m_log.DebugFormat("[TEXTURE DOWNLOAD]: Removing download stat for {0}", sender.assetID);
m_scene.AddPendingDownloads(-1);
}
}
}

View File

@@ -53,6 +53,8 @@ namespace OpenSim.Region.Environment.Modules
/// </summary>
private AssetBase m_asset;
//public LLUUID assetID { get { return m_asset.FullID; } }
/// <summary>
/// This is actually the number of extra packets required to send the texture data! We always assume
/// at least one is required.

View File

@@ -42,8 +42,8 @@ namespace OpenSim.Region.Environment.Modules
/// </summary>
public class UserTextureDownloadService
{
//private static readonly log4net.ILog m_log
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Holds texture senders before they have received the appropriate texture from the asset cache.
@@ -81,16 +81,15 @@ namespace OpenSim.Region.Environment.Modules
{
if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
{
textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
if ((textureSender.ImageLoaded) &&
(textureSender.Sending == false))
{
EnqueueTextureSender(textureSender);
}
// If we've received new non UUID information for this request and it hasn't dispatched
// yet, then update the request accordingly.
textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
}
else
{
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Adding download stat {0}", e.RequestedAssetID);
m_scene.AddPendingDownloads(1);
TextureSender requestHandler =
new TextureSender(client, e.DiscardLevel, e.PacketNumber);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
@@ -141,7 +140,7 @@ namespace OpenSim.Region.Environment.Modules
// TODO Send packet back to the client telling it not to expect the texture
// The absence of this packet doesn't appear to be causing it a problem right now
//m_log.InfoFormat("Removing {0} from pending downloads count", textureID);
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Removing download stat for {0}", textureID);
m_scene.AddPendingDownloads(-1);
}