merge
commit
a2eb3becc7
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@ -801,7 +801,7 @@ bool LLTextureFetchWorker::doWork(S32 param)
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if (mState == SEND_HTTP_REQ)
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{
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{
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const S32 HTTP_QUEUE_MAX_SIZE = 32;
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const S32 HTTP_QUEUE_MAX_SIZE = 8;
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// *TODO: Integrate this with llviewerthrottle
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// Note: LLViewerThrottle uses dynamic throttling which makes sense for UDP,
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// but probably not for Textures.
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@ -874,12 +874,30 @@ bool LLTextureFetchWorker::doWork(S32 param)
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S32 cur_size = mFormattedImage.notNull() ? mFormattedImage->getDataSize() : 0;
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if (mRequestedSize < 0)
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{
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const S32 HTTP_MAX_RETRY_COUNT = 3;
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S32 max_attempts = (mGetStatus == HTTP_NOT_FOUND) ? 1 : HTTP_MAX_RETRY_COUNT + 1;
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llinfos << "HTTP GET failed for: " << mUrl
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<< " Status: " << mGetStatus << " Reason: '" << mGetReason << "'"
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<< " Attempt:" << mHTTPFailCount+1 << "/" << max_attempts << llendl;
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++mHTTPFailCount;
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S32 max_attempts;
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if (mGetStatus == HTTP_NOT_FOUND)
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{
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mHTTPFailCount = max_attempts = 1; // Don't retry
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llinfos << "Texture missing from server (404): " << mUrl << llendl;
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}
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else if (mGetStatus == HTTP_SERVICE_UNAVAILABLE)
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{
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// *TODO: Should probably introduce a timer here to delay future HTTP requsts
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// for a short time (~1s) to ease server load? Ideally the server would queue
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// requests instead of returning 503... we already limit the number pending.
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++mHTTPFailCount;
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max_attempts = mHTTPFailCount+1; // Keep retrying
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LL_INFOS_ONCE("Texture") << "Texture server busy (503): " << mUrl << LL_ENDL;
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}
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else
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{
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const S32 HTTP_MAX_RETRY_COUNT = 3;
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max_attempts = HTTP_MAX_RETRY_COUNT + 1;
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++mHTTPFailCount;
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llinfos << "HTTP GET failed for: " << mUrl
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<< " Status: " << mGetStatus << " Reason: '" << mGetReason << "'"
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<< " Attempt:" << mHTTPFailCount+1 << "/" << max_attempts << llendl;
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}
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if (mHTTPFailCount >= max_attempts)
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{
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if (cur_size > 0)
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