Esempio n. 1
0
        /// <summary>
        /// Load xml.
        /// </summary>
        /// <param name="_stream">irrlife stream.</param>
        /// <param name="_stream">animation's xml stream.</param>
        private void Run(Stream stream, Stream animStream)
        {
            using (XmlTextReader reader = new XmlTextReader(stream))
            {
                XmlTextReader animReader = null;
                if (animStream != null)
                    animReader = new XmlTextReader(animStream);

                while (reader.Read())
                {
                    if (reader.NodeType == XmlNodeType.Element)
                    {
                        // root
                        if (reader.Name == "attributes")
                        {
                        }

                        // node data.
                        else if (reader.Name == "node")
                        {
                            if (datas == null)
                                datas = new List<IrrDatas>();

                            IrrDatas data = new IrrDatas(reader, true);
                            if (animReader != null)
                                data.CreateAnimationKey(animReader);

                            datas.Add(data);
                        }
                    }
                }

                if (animReader != null)
                    animReader.Close();

                reader.Close();
            }
        }
Esempio n. 2
0
 public void AddNewObject(UUID _uuid, IrrDatas _data)
 {
     lock (dataList)
     {
         if (dataList.ContainsKey(_uuid))
         {
             // we have a duplicate key - do nothing. what this means is that
             // we fetched this asset twice, because e.g. two prims had the same
             // mesh, each prim checked the dataList and saw that the mesh wasn't downloaded,
             // and each prim started a download, then one prim finished its download and
             // inserted it into the list, then later the 2nd prim finished and tried to
             // insert but it was too late.
             //
             // solutions that we can't use:
             //
             // - we shouldn't lock the entire list during fetching an asset because that
             //   would block fetching of other incoming asset requests that may be coming from
             //   other mesh prims that are loading in from libomv.
             //
             // - we shouldn't do an atomic check-and-insert into dataList because the
             //   current meaning of an entry in dataList is "this (.irr) asset and all
             //   its related data has been *completely downloaded* and is *ready to use*".
             //   if we did an atomic check-and-insert we would be inserting into this list
             //   before the data is actually downloaded and ready to use.
             //
             // this means that the solution is to maintain two separate lists:
             // 1. inProgressIrrfileRequests
             // 2. completelyDownloadedIrrfiles
             //
             // 1 is atomically check-and-updated at the time the mesh prim arrives.
             // this prevents duplicate requests. 2 is updated after the download is
             // complete, and the corresponding entry in 1 is removed.
             //
             // during the check-and-update of 1, if we find that the request already
             // exists (from a different prim), but the asset isn't yet downloaded
             // completely, we have to wait (e.g. for an event, or later poll a queue).
             //
             // currently the solution of 2 separate lists is not yet implemented.
             // the above workaround should prevent errors but may cause wasted bandwidth
             // in the case of multiple mesh prims arriving at the same time that use
             // the same mesh and all issue the same download request.
             //
         }
         else
         {
             dataList.Add(_uuid, _data);
         }
     }
 }