* Removed the 'RequestQueue' from other PerServiceRequestQueue occurances
in the code.
* Made wantsMoreHTTPRequestsFor and checkBandwidthUsage threadsafe (by
grouping the static variables of AIPerService into thread ThreadSafe
groups.
Most notably getMesh (the only one possibly using any significant
bandwidth), but in general every type of requests that just have to
happen anyway and in the order they are requested: they are just passed
to the curl thread, but now the curl thread will queue them and hold
back if the (general) service they use is loaded too heavily.
Don't pass arguments to wantsMoreHTTPRequestsFor, but use globals in
llmessage: AIPerService::sHTTPThrottleBandwidth125 and
AIPerService::sNoHTTPBandwidthThrottling instead.
This is needed later on.
This also makes the viewer immune for grids that send the FetchInventory2 et al
capabilities regardsless of whether we requested them (in fact, we always
request them now: we need them when someone switches in the middle of a session).
Note that (I tested that) textures could already be switched between
HTTP and UDP without relogging.
Call AIPerService::wantsMoreHTTPRequestsFor in
LLInventoryModelBackgroundFetch::bulkFetch to determine if curl is ready
for the next batch or not, instead of using inaccurate heuristic code
that is just guessing a bit.
Add '(UDP)' after Objects, to show that this is UDP bandwidth.
Do not add the received HTTP texture bytes to gTextureList.sTextureBits,
making it (and the 'UDP Textures' graph) indeed pure UDP.
Move the destructor (and copy constructor while I was at it) to the .cpp
file in order to avoid instantiating the destructor of
boost::intrusive_ptr<ThreadSafeBufferedCurlEasyRequest> from a header,
which would require the class ThreadSafeBufferedCurlEasyRequest
to be defined in that header, which is unnecessary. In other words,
this avoid the need to include "aicurl.h" in headers using
AIPerService[Ptr].
Also fixed indentation of a comment.
Usage:
AIThreadID foo(AIThreadID::none);
...
llassert(is_single_threaded(foo));
...
llassert(is_single_threaded(foo));
...
etc
The first call to is_single_threaded(foo) remembers the thread,
and after that it is enforced that any call from anywhere that uses foo
is done by the same thread.
If AIThreadID::none is omitted then the thread is enforced to the thread
that creates the AIThreadID.