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move the locks closer to the data, sqlite for assets now works like a champ
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@@ -200,10 +200,7 @@ namespace OpenSim.Framework.Communications.Caches
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//Console.WriteLine("new texture to send");
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TextureSender sender = new TextureSender(req);
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//sender.OnComplete += this.TextureSent;
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lock (this.SendingTextures)
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{
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this.SendingTextures.Add(req.ImageInfo.FullID, sender);
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}
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this.SendingTextures.Add(req.ImageInfo.FullID, sender);
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this.QueueTextures.Enqueue(sender);
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}
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@@ -263,11 +260,8 @@ namespace OpenSim.Framework.Communications.Caches
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{
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if (this.SendingTextures.ContainsKey(sender.request.ImageInfo.FullID))
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{
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lock (this.SendingTextures)
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{
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this.SendingTextures.Remove(sender.request.ImageInfo.FullID);
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// this.AvatarRecievedTextures[sender.request.RequestUser.AgentId].Add(sender.request.ImageInfo.FullID);
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}
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this.SendingTextures.Remove(sender.request.ImageInfo.FullID);
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// this.AvatarRecievedTextures[sender.request.RequestUser.AgentId].Add(sender.request.ImageInfo.FullID);
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}
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}
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