Exemplo n.º 1
0
        public void AddAsset(AssetBase asset, AssetRequestInfo requestInfo)
        {
            requestInfo.AssetId = asset.FullID;
            if (this.IsAssetStorageAllowed(asset, requestInfo))
            {
                ulong startTime = Util.GetLongTickCount();

                try
                {
                    RemoveFromNegativeCache(asset.FullID);
                    m_assetServer.StoreAsset(asset);
                }
                catch (AssetAlreadyExistsException e)
                {
                    //Don't rethrow this exception. AssetServerExceptions thrown from here
                    // Let's not report this as a warning since this isn't a problem.
                    // m_log.WarnFormat("[ASSET CACHE] Not storing asset that already exists: {0}", e.Message);
                }

                StatsManager.SimExtraStats.AddAssetWriteTime((long)(Util.GetLongTickCount() - startTime));
            }
            else
            {
                throw new NotSupportedException(String.Format("Not allowing asset storage ID:{0} Type:{1} Source:{2}",
                                                              asset.ID, asset.Type, requestInfo.Origin));
            }

            //we will save the local asset issue for later as its confusing as hell and even LL isnt
            //very clear on it.  It looks like baked textures, possibly body parts, etc are all
            //marked as local.  from what I can gather this means that the asset is stored locally
            //on this server, but, and this makes no sense, can be requested by other servers.
            //on this case why not put it on the asset cluster since it's central anyways?
            //i could see bakes getting stored locally and regenerated for every sim corssing (i guess)
            //but this isnt even the case.  so im leaving this for now and everything is going to
            //the asset server
        }
Exemplo n.º 2
0
 public void StoreAsset(AssetBase asset)
 {
     _writeServer.StoreAsset(asset);
 }