Add some asset cache plumbing. Change the generic cache from UUID to string

keys to allow caching the new crop of URI identified objects.
This commit is contained in:
Melanie Thielker
2009-05-10 12:27:05 +00:00
parent 14a6880352
commit d8e1842d25
8 changed files with 106 additions and 46 deletions

View File

@@ -624,8 +624,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
// a new friend was added in the initiator's and friend's data, so the cache entries are wrong now.
lock (m_friendLists)
{
m_friendLists.Invalidate(fromAgentID);
m_friendLists.Invalidate(toAgentID);
m_friendLists.Invalidate(fromAgentID.ToString());
m_friendLists.Invalidate(toAgentID.ToString());
}
// now send presence update and add a calling card for the new friend
@@ -664,8 +664,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
// The cache entries aren't valid anymore either, as we just added a friend to both sides.
lock (m_friendLists)
{
m_friendLists.Invalidate(agentID);
m_friendLists.Invalidate(friendID);
m_friendLists.Invalidate(agentID.ToString());
m_friendLists.Invalidate(friendID.ToString());
}
// if it's a local friend, we don't have to do the lookup
@@ -782,8 +782,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
// clean up cache: FriendList is wrong now...
lock (m_friendLists)
{
m_friendLists.Invalidate(agentID);
m_friendLists.Invalidate(exfriendID);
m_friendLists.Invalidate(agentID.ToString());
m_friendLists.Invalidate(exfriendID.ToString());
}
}
@@ -1070,7 +1070,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
List<FriendListItem> fl;
lock (m_friendLists)
{
fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId,
fl = (List<FriendListItem>)m_friendLists.Get(agent.ControllingClient.AgentId.ToString(),
m_initialScene.GetFriendList);
}
@@ -1083,7 +1083,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
List<FriendListItem> fl;
lock (m_friendLists)
{
fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId,
fl = (List<FriendListItem>)m_friendLists.Get(remoteClient.AgentId.ToString(),
m_initialScene.GetFriendList);
}