* Cruft removal step #1. Cleaning Modules directory.

This commit is contained in:
Adam Frisby
2008-04-30 21:43:47 +00:00
parent 3da6a05eaa
commit be20f41637
35 changed files with 2216 additions and 2127 deletions

View File

@@ -32,8 +32,6 @@ using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Limit;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Modules.Agent.TextureDownload;
using OpenSim.Region.Environment.Modules.Agent.TextureSender;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
@@ -45,7 +43,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
/// </summary>
public class UserTextureDownloadService
{
private static readonly ILog m_log
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
@@ -56,35 +54,34 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
/// sophisticated way.
/// </summary>
private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
/// <summary>
/// We're going to limit requests for the same missing texture.
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
/// <summary>
/// XXX Also going to limit requests for found textures.
/// </summary>
private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
/// <summary>
/// Holds texture senders before they have received the appropriate texture from the asset cache.
/// </summary>
private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
private readonly IClientAPI m_client;
private readonly Scene m_scene;
/// <summary>
/// Texture Senders are placed in this queue once they have received their texture from the asset
/// cache. Another module actually invokes the send.
/// </summary>
private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
private readonly Scene m_scene;
private readonly IClientAPI m_client;
/// <summary>
/// Holds texture senders before they have received the appropriate texture from the asset cache.
/// </summary>
private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
/// <summary>
/// We're going to limit requests for the same missing texture.
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
public UserTextureDownloadService(
IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
@@ -112,19 +109,19 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
{
// 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);
textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
}
else
{
{
if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
{
// m_log.DebugFormat(
// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
// e.RequestedAssetID, m_client.AgentId);
return;
}
else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
{
if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
{
@@ -135,17 +132,17 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
// m_log.DebugFormat(
// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
}
return;
}
return;
}
m_scene.AddPendingDownloads(1);
TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
}
}
}
@@ -170,7 +167,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
public void TextureCallback(LLUUID textureID, AssetBase texture)
{
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
lock (m_textureSenders)
{
TextureSender.TextureSender textureSender;
@@ -181,18 +178,18 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
// this on to the TextureSender it will blow up, so just discard for now.
// Needs investigation.
if (texture == null || texture.Data == null)
{
{
if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
{
missingTextureLimitStrategy.MonitorRequests(textureID);
m_log.DebugFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
textureID, m_client.AgentId);
}
ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
EnqueueTextureSender(textureNotFoundSender);
EnqueueTextureSender(textureNotFoundSender);
}
else
{
@@ -200,13 +197,13 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
{
textureSender.TextureReceived(texture);
EnqueueTextureSender(textureSender);
foundTextureLimitStrategy.MonitorRequests(textureID);
}
}
//m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
m_textureSenders.Remove(textureID);
m_textureSenders.Remove(textureID);
//m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
}
else
@@ -240,7 +237,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
{
lock (m_textureSenders)
{
foreach( TextureSender.TextureSender textureSender in m_textureSenders.Values )
foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
{
textureSender.Cancel = true;
}