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5 Commits
| Author | SHA1 | Date | |
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8002eaffb9 | ||
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b10457f04a | ||
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35104e4960 | ||
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5d70f9e34d | ||
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a87969840c |
@@ -187,7 +187,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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m_regionGlobalX = scene.RegionInfo.WorldLocX;
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m_regionGlobalY = scene.RegionInfo.WorldLocY;
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m_regionSizeX = scene.RegionInfo.RegionSizeX;
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m_regionSizeY = scene.RegionInfo.RegionSizeX;
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m_regionSizeY = scene.RegionInfo.RegionSizeY;
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m_regionName = scene.RegionInfo.RegionName;
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m_scene.RegisterModuleInterface<IWorldMapModule>(this);
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@@ -1337,10 +1337,15 @@ namespace OpenSim.Region.Framework.Scenes
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{
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string IDstr = assetID.ToString();
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AssetBase asset = m_assetService.Get(IDstr, m_assetServerURL, true);
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if (asset is null)
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m_log.Debug($"[HGUUIDGatherer]: Failed to fetch asset {IDstr} from {m_assetServerURL}");
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else
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m_log.Debug($"[HGUUIDGatherer]: Copied asset {IDstr} from {m_assetServerURL} to local asset server");
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// Per-asset Debug is expensive (sync File+Console). Only when HTTP debug is on:
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// debug http all|out N (WebUtil.DebugLevel > 0)
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if (WebUtil.DebugLevel > 0)
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{
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if (asset is null)
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m_log.Debug($"[HGUUIDGatherer]: Failed to fetch asset {IDstr} from {m_assetServerURL}");
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else
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m_log.Debug($"[HGUUIDGatherer]: Copied asset {IDstr} from {m_assetServerURL} to local asset server");
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}
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return asset;
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}
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@@ -61,6 +61,10 @@
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; QueueUserWorkItem, SmartThreadPool, and Thread.
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async_call_method = SmartThreadPool
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; Min threads to allocate on the FireAndForget thread pool
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; when running with the SmartThreadPool option above
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MinPoolThreads = 2
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; Max threads to allocate on the FireAndForget thread pool
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; when running with the SmartThreadPool option above
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MaxPoolThreads = 300
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