* Removed even more unnecessary state variables from J2KImage

* Fixed the incorrect "out of memory?" exception messages and replaced them with useful information
* Cleaned up J2KImage and LLImageManager to conform to coding conventions
This commit is contained in:
John Hurliman
2009-10-02 13:08:15 -07:00
parent 9b342d3e0d
commit bdc1345501
2 changed files with 141 additions and 181 deletions

View File

@@ -45,7 +45,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
public int Compare(J2KImage x, J2KImage y)
{
return x.m_requestedPriority.CompareTo(y.m_requestedPriority);
return x.Priority.CompareTo(y.Priority);
}
}
@@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Do a linear search for this texture download
lock (m_priorityQueue)
m_priorityQueue.Find(delegate(J2KImage img) { return img.m_requestedUUID == newRequest.RequestedAssetID; }, out imgrequest);
m_priorityQueue.Find(delegate(J2KImage img) { return img.TextureID == newRequest.RequestedAssetID; }, out imgrequest);
if (imgrequest != null)
{
@@ -105,7 +105,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try
{
lock (m_priorityQueue)
m_priorityQueue.Delete(imgrequest.m_priorityQueueHandle);
m_priorityQueue.Delete(imgrequest.PriorityQueueHandle);
}
catch (Exception) { }
}
@@ -116,29 +116,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Check the packet sequence to make sure this isn't older than
//one we've already received
if (newRequest.requestSequence > imgrequest.m_lastSequence)
if (newRequest.requestSequence > imgrequest.LastSequence)
{
//Update the sequence number of the last RequestImage packet
imgrequest.m_lastSequence = newRequest.requestSequence;
imgrequest.LastSequence = newRequest.requestSequence;
//Update the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
imgrequest.DiscardLevel = newRequest.DiscardLevel;
//Update the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
imgrequest.StartPacket = newRequest.PacketNumber;
//Update the requested priority
imgrequest.m_requestedPriority = newRequest.Priority;
imgrequest.Priority = newRequest.Priority;
try
{
lock (m_priorityQueue)
m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest);
m_priorityQueue.Replace(imgrequest.PriorityQueueHandle, imgrequest);
}
catch (Exception)
{
imgrequest.m_priorityQueueHandle = null;
imgrequest.PriorityQueueHandle = null;
lock (m_priorityQueue)
m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest);
m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
}
//Run an update
@@ -161,29 +161,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
imgrequest = new J2KImage(this);
//Assign our decoder module
imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
imgrequest.J2KDecoder = m_j2kDecodeModule;
//Assign our asset cache module
imgrequest.m_assetCache = m_assetCache;
imgrequest.AssetService = m_assetCache;
//Assign the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
imgrequest.DiscardLevel = newRequest.DiscardLevel;
//Assign the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
imgrequest.StartPacket = newRequest.PacketNumber;
//Assign the requested priority
imgrequest.m_requestedPriority = newRequest.Priority;
imgrequest.Priority = newRequest.Priority;
//Assign the asset uuid
imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
imgrequest.TextureID = newRequest.RequestedAssetID;
//Assign the requested priority
imgrequest.m_requestedPriority = newRequest.Priority;
imgrequest.Priority = newRequest.Priority;
//Add this download to the priority queue
lock (m_priorityQueue)
m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest);
m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
//Run an update
imgrequest.RunUpdate();
@@ -249,12 +249,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_priorityQueue)
imagereq = m_priorityQueue.FindMax();
if (imagereq.m_decoded == true)
if (imagereq.IsDecoded == true)
{
// we need to test this here now that we are dropping assets
if (!imagereq.m_hasasset)
if (!imagereq.HasAsset)
{
m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.m_requestedUUID);
m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.TextureID);
imagereq.RunUpdate();
continue;
}
@@ -268,7 +268,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try
{
lock (m_priorityQueue)
m_priorityQueue.Delete(imagereq.m_priorityQueueHandle);
m_priorityQueue.Delete(imagereq.PriorityQueueHandle);
}
catch (Exception) { }
}