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* In the most basic situations, ClientView and ScenePresence no longer leak memory
* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp
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@@ -146,9 +146,12 @@ namespace OpenSim.Region.Environment.Modules
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public void ProcessTextureSenders()
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{
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TextureSender sender = null;
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while (true)
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{
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TextureSender sender = m_queueSenders.Dequeue();
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sender = m_queueSenders.Dequeue();
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if (sender.Cancel)
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{
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TextureSent(sender);
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@@ -168,7 +171,10 @@ namespace OpenSim.Region.Environment.Modules
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}
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}
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m_log.Info(String.Format("[TEXTURE DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count()));
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// Make sure that any sender we currently have can get garbage collected
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sender = null;
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//m_log.Info(String.Format("[TEXTURE DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count()));
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}
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}
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