* refactor: rename AssetCache.Initialize() to AssetCache.Reset() to avoid having Initialise() and Initialize() in the same class - very difficult to read.

This commit is contained in:
Justin Clarke Casey
2009-04-14 16:36:32 +00:00
parent 762703852e
commit ad2bd74057
3 changed files with 48 additions and 51 deletions

View File

@@ -49,6 +49,26 @@ namespace OpenSim.Framework.Communications.Cache
/// AssetNotFound(), which means they do share the same asset and texture caches.
public class AssetCache : IAssetCache
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected ICache m_memcache = new SimpleMemoryCache();
/// <value>
/// Assets requests which are waiting for asset server data. This includes texture requests
/// </value>
private Dictionary<UUID, AssetRequest> RequestedAssets;
/// <value>
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
/// </value>
private List<AssetRequest> AssetRequests;
/// <value>
/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
/// </value>
private Dictionary<UUID, AssetRequestsList> RequestLists;
#region IPlugin
/// <summary>
@@ -77,7 +97,7 @@ namespace OpenSim.Framework.Communications.Cache
m_log.Debug("[ASSET CACHE]: Asset cache server-specified initialisation");
m_log.InfoFormat("[ASSET CACHE]: Asset cache initialisation [{0}/{1}]", Name, Version);
Initialize();
Reset();
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
@@ -95,42 +115,31 @@ namespace OpenSim.Framework.Communications.Cache
Initialise(assetServer);
}
public AssetCache()
{
m_log.Debug("[ASSET CACHE]: Asset cache (plugin constructor)");
}
public void Dispose()
{
}
#endregion
protected ICache m_memcache = new SimpleMemoryCache();
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
/// Assets requests which are waiting for asset server data. This includes texture requests
/// </value>
private Dictionary<UUID, AssetRequest> RequestedAssets;
/// <value>
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
/// </value>
private List<AssetRequest> AssetRequests;
/// <value>
/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
/// </value>
private Dictionary<UUID, AssetRequestsList> RequestLists;
#endregion
public IAssetServer AssetServer
{
get { return m_assetServer; }
}
private IAssetServer m_assetServer;
private IAssetServer m_assetServer;
public AssetCache()
{
m_log.Debug("[ASSET CACHE]: Asset cache (plugin constructor)");
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="assetServer"></param>
public AssetCache(IAssetServer assetServer)
{
Initialise(assetServer);
}
public void ShowState()
{
@@ -148,30 +157,19 @@ namespace OpenSim.Framework.Communications.Cache
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.ClearAssetCacheStatistics();
Initialize();
Reset();
}
/// <summary>
/// Initialize the cache.
/// Reset the cache.
/// </summary>
private void Initialize()
private void Reset()
{
AssetRequests = new List<AssetRequest>();
RequestedAssets = new Dictionary<UUID, AssetRequest>();
RequestLists = new Dictionary<UUID, AssetRequestsList>();
}
/// <summary>
/// Constructor. Initialize will need to be called separately.
/// </summary>
/// <param name="assetServer"></param>
public AssetCache(IAssetServer assetServer)
{
m_log.Info("[ASSET CACHE]: Asset cache direct constructor");
Initialise(assetServer);
}
/// <summary>
/// Process the asset queue which holds data which is packeted up and sent
/// directly back to the client.
@@ -550,7 +548,6 @@ namespace OpenSim.Framework.Communications.Cache
req2.RequestAssetID = req.RequestAssetID;
req2.TransferRequestID = req.TransferRequestID;
req.RequestUser.SendAsset(req2);
}
}