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authorTeravus Ovares2009-01-19 18:33:25 +0000
committerTeravus Ovares2009-01-19 18:33:25 +0000
commit4823f2ae8e1f177d6610ee31284b3e951053587b (patch)
tree02bca4fced1d54b81f515e03d059ed9c79d506e8 /OpenSim/Region/ClientStack
parent* minor: Just some minor log elaboration to reveal in the logs where a telepo... (diff)
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* Set SVN Properties
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs1328
1 files changed, 664 insertions, 664 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
index ac6a1fa..97e6bbe 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
@@ -1,664 +1,664 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the 12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using OpenMetaverse; 30using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Environment.Interfaces; 32using OpenSim.Region.Environment.Interfaces;
33using C5; 33using C5;
34using OpenSim.Framework.Communications.Cache; 34using OpenSim.Framework.Communications.Cache;
35using OpenMetaverse.Imaging; 35using OpenMetaverse.Imaging;
36 36
37 37
38namespace OpenSim.Region.ClientStack.LindenUDP 38namespace OpenSim.Region.ClientStack.LindenUDP
39{ 39{
40 40
41 /// <summary> 41 /// <summary>
42 /// Client image priority + discardlevel sender/manager 42 /// Client image priority + discardlevel sender/manager
43 /// </summary> 43 /// </summary>
44 public class LLImageManager 44 public class LLImageManager
45 { 45 {
46 /// <summary> 46 /// <summary>
47 /// Priority Queue for images. Contains lots of data 47 /// Priority Queue for images. Contains lots of data
48 /// </summary> 48 /// </summary>
49 private readonly IPriorityQueue<Prio<J2KImage>> pq = new IntervalHeap<Prio<J2KImage>>(); 49 private readonly IPriorityQueue<Prio<J2KImage>> pq = new IntervalHeap<Prio<J2KImage>>();
50 50
51 /// <summary> 51 /// <summary>
52 /// Dictionary of PriorityQueue handles by AssetId 52 /// Dictionary of PriorityQueue handles by AssetId
53 /// </summary> 53 /// </summary>
54 private readonly Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>> PQHandles = 54 private readonly Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>> PQHandles =
55 new Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>>(); 55 new Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>>();
56 56
57 private LLClientView m_client; 57 private LLClientView m_client;
58 private readonly AssetCache m_assetCache; 58 private readonly AssetCache m_assetCache;
59 private bool m_shuttingdown = false; 59 private bool m_shuttingdown = false;
60 private readonly IJ2KDecoder m_j2kDecodeModule; 60 private readonly IJ2KDecoder m_j2kDecodeModule;
61 61
62 private readonly AssetBase MissingSubstitute; 62 private readonly AssetBase MissingSubstitute;
63 63
64 /// <summary> 64 /// <summary>
65 /// Client image priority + discardlevel sender/manager 65 /// Client image priority + discardlevel sender/manager
66 /// </summary> 66 /// </summary>
67 /// <param name="client">LLClientView of client</param> 67 /// <param name="client">LLClientView of client</param>
68 /// <param name="pAssetCache">The Asset retrieval system</param> 68 /// <param name="pAssetCache">The Asset retrieval system</param>
69 /// <param name="pJ2kDecodeModule">The Jpeg2000 Decoder</param> 69 /// <param name="pJ2kDecodeModule">The Jpeg2000 Decoder</param>
70 public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule) 70 public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
71 { 71 {
72 m_client = client; 72 m_client = client;
73 m_assetCache = pAssetCache; 73 m_assetCache = pAssetCache;
74 if (pAssetCache != null) 74 if (pAssetCache != null)
75 MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true); 75 MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
76 m_j2kDecodeModule = pJ2kDecodeModule; 76 m_j2kDecodeModule = pJ2kDecodeModule;
77 } 77 }
78 78
79 /// <summary> 79 /// <summary>
80 /// Enqueues a texture request 80 /// Enqueues a texture request
81 /// </summary> 81 /// </summary>
82 /// <param name="req">Request from the client to get a texture</param> 82 /// <param name="req">Request from the client to get a texture</param>
83 public void EnqueueReq(TextureRequestArgs req) 83 public void EnqueueReq(TextureRequestArgs req)
84 { 84 {
85 if (m_shuttingdown) 85 if (m_shuttingdown)
86 return; 86 return;
87 87
88 //if (req.RequestType == 1) // avatar body texture! 88 //if (req.RequestType == 1) // avatar body texture!
89 // return; 89 // return;
90 90
91 AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000); 91 AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
92 //if (pq[PQHandles[req.RequestedAssetID]].data.Missing) 92 //if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
93 //{ 93 //{
94 // pq[PQHandles[req.RequestedAssetID]] -= 900000; 94 // pq[PQHandles[req.RequestedAssetID]] -= 900000;
95 //} 95 //}
96 // 96 //
97 //if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0) 97 //if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
98 //{ 98 //{
99 99
100 //} 100 //}
101 101
102 pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID; 102 pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
103 pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority; 103 pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
104 104
105 lock (pq[PQHandles[req.RequestedAssetID]].data) 105 lock (pq[PQHandles[req.RequestedAssetID]].data)
106 pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber); 106 pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
107 } 107 }
108 108
109 109
110 /// <summary> 110 /// <summary>
111 /// Callback for the asset system 111 /// Callback for the asset system
112 /// </summary> 112 /// </summary>
113 /// <param name="assetID">UUID of the asset that we have received</param> 113 /// <param name="assetID">UUID of the asset that we have received</param>
114 /// <param name="asset">AssetBase of the asset that we've received</param> 114 /// <param name="asset">AssetBase of the asset that we've received</param>
115 public void AssetDataCallback(UUID assetID, AssetBase asset) 115 public void AssetDataCallback(UUID assetID, AssetBase asset)
116 { 116 {
117 if (m_shuttingdown) 117 if (m_shuttingdown)
118 return; 118 return;
119 119
120 //Console.WriteLine("AssetCallback for assetId" + assetID); 120 //Console.WriteLine("AssetCallback for assetId" + assetID);
121 121
122 if (asset == null || asset.Data == null) 122 if (asset == null || asset.Data == null)
123 { 123 {
124 lock (pq) 124 lock (pq)
125 { 125 {
126 //pq[PQHandles[assetID]].data.Missing = true; 126 //pq[PQHandles[assetID]].data.Missing = true;
127 pq[PQHandles[assetID]].data.asset = MissingSubstitute; 127 pq[PQHandles[assetID]].data.asset = MissingSubstitute;
128 pq[PQHandles[assetID]].data.Missing = false; 128 pq[PQHandles[assetID]].data.Missing = false;
129 } 129 }
130 } 130 }
131 //else 131 //else
132 132
133 133
134 pq[PQHandles[assetID]].data.asset = asset; 134 pq[PQHandles[assetID]].data.asset = asset;
135 135
136 lock (pq[PQHandles[assetID]].data) 136 lock (pq[PQHandles[assetID]].data)
137 pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket); 137 pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket);
138 138
139 139
140 140
141 } 141 }
142 142
143 /// <summary> 143 /// <summary>
144 /// Processes the image queue. Pops count elements off and processes them 144 /// Processes the image queue. Pops count elements off and processes them
145 /// </summary> 145 /// </summary>
146 /// <param name="count">number of images to peek off the queue</param> 146 /// <param name="count">number of images to peek off the queue</param>
147 public void ProcessImageQueue(int count) 147 public void ProcessImageQueue(int count)
148 { 148 {
149 if (m_shuttingdown) 149 if (m_shuttingdown)
150 return; 150 return;
151 151
152 152
153 IPriorityQueueHandle<Prio<J2KImage>> h = null; 153 IPriorityQueueHandle<Prio<J2KImage>> h = null;
154 for (int j = 0; j < count; j++) 154 for (int j = 0; j < count; j++)
155 { 155 {
156 156
157 lock (pq) 157 lock (pq)
158 { 158 {
159 if (!pq.IsEmpty) 159 if (!pq.IsEmpty)
160 { 160 {
161 //peek off the top 161 //peek off the top
162 Prio<J2KImage> process = pq.FindMax(out h); 162 Prio<J2KImage> process = pq.FindMax(out h);
163 163
164 // Do we have the Asset Data? 164 // Do we have the Asset Data?
165 if (!process.data.HasData) 165 if (!process.data.HasData)
166 { 166 {
167 // Did we request the asset data? 167 // Did we request the asset data?
168 if (!process.data.dataRequested) 168 if (!process.data.dataRequested)
169 { 169 {
170 m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true); 170 m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
171 pq[h].data.dataRequested = true; 171 pq[h].data.dataRequested = true;
172 } 172 }
173 173
174 // Is the asset missing? 174 // Is the asset missing?
175 if (process.data.Missing) 175 if (process.data.Missing)
176 { 176 {
177 177
178 //m_client.sendtextur 178 //m_client.sendtextur
179 pq[h] -= 90000; 179 pq[h] -= 90000;
180 /* 180 /*
181 { 181 {
182 OpenMetaverse.Packets.ImageNotInDatabasePacket imdback = 182 OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
183 new OpenMetaverse.Packets.ImageNotInDatabasePacket(); 183 new OpenMetaverse.Packets.ImageNotInDatabasePacket();
184 imdback.ImageID = 184 imdback.ImageID =
185 new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock(); 185 new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
186 imdback.ImageID.ID = process.data.requestedUUID; 186 imdback.ImageID.ID = process.data.requestedUUID;
187 m_client.OutPacket(imdback, ThrottleOutPacketType.Texture); 187 m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
188 } 188 }
189 */ 189 */
190 190
191 // Substitute a blank image 191 // Substitute a blank image
192 process.data.asset = MissingSubstitute; 192 process.data.asset = MissingSubstitute;
193 process.data.Missing = false; 193 process.data.Missing = false;
194 194
195 // If the priority is less then -4billion, the client has forgotten about it. 195 // If the priority is less then -4billion, the client has forgotten about it.
196 if (pq[h] < -400000000) 196 if (pq[h] < -400000000)
197 { 197 {
198 RemoveItemFromQueue(pq[h].data.requestedUUID); 198 RemoveItemFromQueue(pq[h].data.requestedUUID);
199 continue; 199 continue;
200 } 200 }
201 } 201 }
202 // Lower the priority to give the next image a chance 202 // Lower the priority to give the next image a chance
203 pq[h] -= 100000; 203 pq[h] -= 100000;
204 } 204 }
205 else if (process.data.HasData) 205 else if (process.data.HasData)
206 { 206 {
207 // okay, we've got the data 207 // okay, we've got the data
208 lock (process.data) 208 lock (process.data)
209 { 209 {
210 if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting) 210 if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
211 { 211 {
212 process.data.J2KDecodeWaiting = true; 212 process.data.J2KDecodeWaiting = true;
213 213
214 // Do we have a jpeg decoder? 214 // Do we have a jpeg decoder?
215 if (m_j2kDecodeModule != null) 215 if (m_j2kDecodeModule != null)
216 { 216 {
217 // Send it off to the jpeg decoder 217 // Send it off to the jpeg decoder
218 m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data, 218 m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
219 j2kDecodedCallback); 219 j2kDecodedCallback);
220 } 220 }
221 else 221 else
222 { 222 {
223 // no module, no layers, full resolution only 223 // no module, no layers, full resolution only
224 j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]); 224 j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
225 } 225 }
226 226
227 227
228 228
229 } // Are we waiting? 229 } // Are we waiting?
230 else if (!process.data.J2KDecodeWaiting) 230 else if (!process.data.J2KDecodeWaiting)
231 { 231 {
232 // Send more data at a time for higher discard levels 232 // Send more data at a time for higher discard levels
233 for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++) 233 for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++)
234 if (!process.data.SendPacket(m_client)) 234 if (!process.data.SendPacket(m_client))
235 { 235 {
236 pq[h] -= (500000*i); 236 pq[h] -= (500000*i);
237 break; 237 break;
238 } 238 }
239 } 239 }
240 // If the priority is less then -4 billion, the client has forgotten about it, pop it off 240 // If the priority is less then -4 billion, the client has forgotten about it, pop it off
241 if (pq[h] < -400000000) 241 if (pq[h] < -400000000)
242 { 242 {
243 RemoveItemFromQueue(pq[h].data.requestedUUID); 243 RemoveItemFromQueue(pq[h].data.requestedUUID);
244 continue; 244 continue;
245 } 245 }
246 } 246 }
247 247
248 //pq[h] = process; 248 //pq[h] = process;
249 } 249 }
250 250
251 // uncomment the following line to see the upper most asset and the priority 251 // uncomment the following line to see the upper most asset and the priority
252 //Console.WriteLine(process.ToString()); 252 //Console.WriteLine(process.ToString());
253 253
254 // Lower priority to give the next image a chance to bubble up 254 // Lower priority to give the next image a chance to bubble up
255 pq[h] -= 50000; 255 pq[h] -= 50000;
256 } 256 }
257 } 257 }
258 } 258 }
259 259
260 } 260 }
261 261
262 262
263 /// <summary> 263 /// <summary>
264 /// Callback for when the image has been decoded 264 /// Callback for when the image has been decoded
265 /// </summary> 265 /// </summary>
266 /// <param name="AssetId">The UUID of the Asset</param> 266 /// <param name="AssetId">The UUID of the Asset</param>
267 /// <param name="layers">The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder</param> 267 /// <param name="layers">The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder</param>
268 public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers) 268 public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
269 { 269 {
270 // are we shutting down? if so, end. 270 // are we shutting down? if so, end.
271 if (m_shuttingdown) 271 if (m_shuttingdown)
272 return; 272 return;
273 273
274 274
275 lock (PQHandles) 275 lock (PQHandles)
276 { 276 {
277 // Update our asset data 277 // Update our asset data
278 if (PQHandles.ContainsKey(AssetId)) 278 if (PQHandles.ContainsKey(AssetId))
279 { 279 {
280 pq[PQHandles[AssetId]].data.Layers = layers; 280 pq[PQHandles[AssetId]].data.Layers = layers;
281 pq[PQHandles[AssetId]].data.J2KDecode = true; 281 pq[PQHandles[AssetId]].data.J2KDecode = true;
282 pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false; 282 pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
283 lock (pq[PQHandles[AssetId]].data) 283 lock (pq[PQHandles[AssetId]].data)
284 pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket); 284 pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
285 285
286 // Send the first packet 286 // Send the first packet
287 pq[PQHandles[AssetId]].data.SendPacket(m_client); 287 pq[PQHandles[AssetId]].data.SendPacket(m_client);
288 } 288 }
289 } 289 }
290 } 290 }
291 291
292 292
293 /// <summary> 293 /// <summary>
294 /// This image has had a good life. It's now expired. Remove it off the queue 294 /// This image has had a good life. It's now expired. Remove it off the queue
295 /// </summary> 295 /// </summary>
296 /// <param name="AssetId">UUID of asset to remove off the queue</param> 296 /// <param name="AssetId">UUID of asset to remove off the queue</param>
297 private void RemoveItemFromQueue(UUID AssetId) 297 private void RemoveItemFromQueue(UUID AssetId)
298 { 298 {
299 lock (PQHandles) 299 lock (PQHandles)
300 { 300 {
301 if (PQHandles.ContainsKey(AssetId)) 301 if (PQHandles.ContainsKey(AssetId))
302 { 302 {
303 IPriorityQueueHandle<Prio<J2KImage>> h = PQHandles[AssetId]; 303 IPriorityQueueHandle<Prio<J2KImage>> h = PQHandles[AssetId];
304 PQHandles.Remove(AssetId); 304 PQHandles.Remove(AssetId);
305 pq.Delete(h); 305 pq.Delete(h);
306 } 306 }
307 } 307 }
308 } 308 }
309 309
310 310
311 /// <summary> 311 /// <summary>
312 /// Adds an image to the queue and update priority 312 /// Adds an image to the queue and update priority
313 /// if the item is already in the queue, just update the priority 313 /// if the item is already in the queue, just update the priority
314 /// </summary> 314 /// </summary>
315 /// <param name="AssetId">UUID of the asset</param> 315 /// <param name="AssetId">UUID of the asset</param>
316 /// <param name="priority">Priority to set</param> 316 /// <param name="priority">Priority to set</param>
317 private void AddQueueItem(UUID AssetId, int priority) 317 private void AddQueueItem(UUID AssetId, int priority)
318 { 318 {
319 IPriorityQueueHandle<Prio<J2KImage>> h = null; 319 IPriorityQueueHandle<Prio<J2KImage>> h = null;
320 320
321 lock (PQHandles) 321 lock (PQHandles)
322 { 322 {
323 if (PQHandles.ContainsKey(AssetId)) 323 if (PQHandles.ContainsKey(AssetId))
324 { 324 {
325 h = PQHandles[AssetId]; 325 h = PQHandles[AssetId];
326 pq[h] = pq[h].SetPriority(priority); 326 pq[h] = pq[h].SetPriority(priority);
327 327
328 } 328 }
329 else 329 else
330 { 330 {
331 J2KImage newreq = new J2KImage(); 331 J2KImage newreq = new J2KImage();
332 newreq.requestedUUID = AssetId; 332 newreq.requestedUUID = AssetId;
333 pq.Add(ref h, new Prio<J2KImage>(newreq, priority)); 333 pq.Add(ref h, new Prio<J2KImage>(newreq, priority));
334 PQHandles.Add(AssetId, h); 334 PQHandles.Add(AssetId, h);
335 } 335 }
336 } 336 }
337 } 337 }
338 338
339 /// <summary> 339 /// <summary>
340 /// Okay, we're ending. Clean up on isle 9 340 /// Okay, we're ending. Clean up on isle 9
341 /// </summary> 341 /// </summary>
342 public void Close() 342 public void Close()
343 { 343 {
344 m_shuttingdown = true; 344 m_shuttingdown = true;
345 345
346 lock (pq) 346 lock (pq)
347 { 347 {
348 while (!pq.IsEmpty) 348 while (!pq.IsEmpty)
349 { 349 {
350 pq.DeleteMin(); 350 pq.DeleteMin();
351 } 351 }
352 } 352 }
353 353
354 354
355 lock (PQHandles) 355 lock (PQHandles)
356 PQHandles.Clear(); 356 PQHandles.Clear();
357 m_client = null; 357 m_client = null;
358 } 358 }
359 359
360 } 360 }
361 361
362 /// <summary> 362 /// <summary>
363 /// Image Data for this send 363 /// Image Data for this send
364 /// Encapsulates the image sending data and method 364 /// Encapsulates the image sending data and method
365 /// </summary> 365 /// </summary>
366 public class J2KImage 366 public class J2KImage
367 { 367 {
368 private AssetBase m_asset_ref = null; 368 private AssetBase m_asset_ref = null;
369 public volatile int LastPacketNum = 0; 369 public volatile int LastPacketNum = 0;
370 public volatile int DiscardLimit = 0; 370 public volatile int DiscardLimit = 0;
371 public volatile bool dataRequested = false; 371 public volatile bool dataRequested = false;
372 public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0]; 372 public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
373 373
374 public const int FIRST_IMAGE_PACKET_SIZE = 600; 374 public const int FIRST_IMAGE_PACKET_SIZE = 600;
375 public const int IMAGE_PACKET_SIZE = 1000; 375 public const int IMAGE_PACKET_SIZE = 1000;
376 376
377 public volatile int DiscardLevel; 377 public volatile int DiscardLevel;
378 public float Priority; 378 public float Priority;
379 public volatile int CurrentPacket = 1; 379 public volatile int CurrentPacket = 1;
380 public volatile int StopPacket; 380 public volatile int StopPacket;
381 public bool Missing = false; 381 public bool Missing = false;
382 public bool J2KDecode = false; 382 public bool J2KDecode = false;
383 public bool J2KDecodeWaiting = false; 383 public bool J2KDecodeWaiting = false;
384 384
385 private volatile bool sendFirstPacket = true; 385 private volatile bool sendFirstPacket = true;
386 386
387 // Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary. 387 // Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
388 public UUID requestedUUID = UUID.Zero; 388 public UUID requestedUUID = UUID.Zero;
389 389
390 public J2KImage(AssetBase asset) 390 public J2KImage(AssetBase asset)
391 { 391 {
392 m_asset_ref = asset; 392 m_asset_ref = asset;
393 } 393 }
394 394
395 public J2KImage() 395 public J2KImage()
396 { 396 {
397 397
398 } 398 }
399 399
400 public AssetBase asset 400 public AssetBase asset
401 { 401 {
402 set { m_asset_ref = value; } 402 set { m_asset_ref = value; }
403 } 403 }
404 404
405 // We make the asset a reference so that we don't duplicate the byte[] 405 // We make the asset a reference so that we don't duplicate the byte[]
406 // it's read only anyway, so no worries here 406 // it's read only anyway, so no worries here
407 // we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :) 407 // we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
408 408
409 /// <summary> 409 /// <summary>
410 /// ID of the AssetBase 410 /// ID of the AssetBase
411 /// </summary> 411 /// </summary>
412 public UUID AssetId 412 public UUID AssetId
413 { 413 {
414 get { return m_asset_ref.FullID; } 414 get { return m_asset_ref.FullID; }
415 } 415 }
416 416
417 /// <summary> 417 /// <summary>
418 /// Asset Data 418 /// Asset Data
419 /// </summary> 419 /// </summary>
420 public byte[] Data 420 public byte[] Data
421 { 421 {
422 get { return m_asset_ref.Data; } 422 get { return m_asset_ref.Data; }
423 } 423 }
424 424
425 /// <summary> 425 /// <summary>
426 /// Returns true if we have the asset 426 /// Returns true if we have the asset
427 /// </summary> 427 /// </summary>
428 public bool HasData 428 public bool HasData
429 { 429 {
430 get { return !(m_asset_ref == null); } 430 get { return !(m_asset_ref == null); }
431 } 431 }
432 432
433 /// <summary> 433 /// <summary>
434 /// Called from the PriorityQueue handle .ToString(). Prints data on this asset 434 /// Called from the PriorityQueue handle .ToString(). Prints data on this asset
435 /// </summary> 435 /// </summary>
436 /// <returns></returns> 436 /// <returns></returns>
437 public override string ToString() 437 public override string ToString()
438 { 438 {
439 return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket); 439 return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
440 } 440 }
441 441
442 /// <summary> 442 /// <summary>
443 /// Returns the total number of packets needed to transfer this texture, 443 /// Returns the total number of packets needed to transfer this texture,
444 /// including the first packet of size FIRST_IMAGE_PACKET_SIZE 444 /// including the first packet of size FIRST_IMAGE_PACKET_SIZE
445 /// </summary> 445 /// </summary>
446 /// <returns>Total number of packets needed to transfer this texture</returns> 446 /// <returns>Total number of packets needed to transfer this texture</returns>
447 public int TexturePacketCount() 447 public int TexturePacketCount()
448 { 448 {
449 if (!HasData) 449 if (!HasData)
450 return 0; 450 return 0;
451 return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1; 451 return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
452 } 452 }
453 453
454 /// <summary> 454 /// <summary>
455 /// Returns the current byte offset for this transfer, calculated from 455 /// Returns the current byte offset for this transfer, calculated from
456 /// the CurrentPacket 456 /// the CurrentPacket
457 /// </summary> 457 /// </summary>
458 /// <returns>Current byte offset for this transfer</returns> 458 /// <returns>Current byte offset for this transfer</returns>
459 public int CurrentBytePosition() 459 public int CurrentBytePosition()
460 { 460 {
461 if (CurrentPacket == 0) 461 if (CurrentPacket == 0)
462 return 0; 462 return 0;
463 if (CurrentPacket == 1) 463 if (CurrentPacket == 1)
464 return FIRST_IMAGE_PACKET_SIZE; 464 return FIRST_IMAGE_PACKET_SIZE;
465 465
466 int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE; 466 int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
467 if (result < 0) 467 if (result < 0)
468 { 468 {
469 result = FIRST_IMAGE_PACKET_SIZE; 469 result = FIRST_IMAGE_PACKET_SIZE;
470 } 470 }
471 return result; 471 return result;
472 } 472 }
473 473
474 /// <summary> 474 /// <summary>
475 /// Returns the size, in bytes, of the last packet. This will be somewhere 475 /// Returns the size, in bytes, of the last packet. This will be somewhere
476 /// between 1 and IMAGE_PACKET_SIZE bytes 476 /// between 1 and IMAGE_PACKET_SIZE bytes
477 /// </summary> 477 /// </summary>
478 /// <returns>Size of the last packet in the transfer</returns> 478 /// <returns>Size of the last packet in the transfer</returns>
479 public int LastPacketSize() 479 public int LastPacketSize()
480 { 480 {
481 if (CurrentPacket == 1) 481 if (CurrentPacket == 1)
482 return m_asset_ref.Data.Length; 482 return m_asset_ref.Data.Length;
483 return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE)); 483 return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
484 } 484 }
485 485
486 /// <summary> 486 /// <summary>
487 /// Find the packet number that contains a given byte position 487 /// Find the packet number that contains a given byte position
488 /// </summary> 488 /// </summary>
489 /// <param name="bytePosition">Byte position</param> 489 /// <param name="bytePosition">Byte position</param>
490 /// <returns>Packet number that contains the given byte position</returns> 490 /// <returns>Packet number that contains the given byte position</returns>
491 int GetPacketForBytePosition(int bytePosition) 491 int GetPacketForBytePosition(int bytePosition)
492 { 492 {
493 return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1; 493 return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
494 } 494 }
495 495
496 /// <summary> 496 /// <summary>
497 /// Updates the Image sending limits based on the discard 497 /// Updates the Image sending limits based on the discard
498 /// If we don't have any Layers, Send the full texture 498 /// If we don't have any Layers, Send the full texture
499 /// </summary> 499 /// </summary>
500 /// <param name="discardLevel">jpeg2000 discard level. 5-0</param> 500 /// <param name="discardLevel">jpeg2000 discard level. 5-0</param>
501 /// <param name="packet">Which packet to start from</param> 501 /// <param name="packet">Which packet to start from</param>
502 public void Update(int discardLevel, int packet) 502 public void Update(int discardLevel, int packet)
503 { 503 {
504 //Requests for 0 means that the client wants us to resend the whole image 504 //Requests for 0 means that the client wants us to resend the whole image
505 //Requests for -1 mean 'update priority but don't change discard level' 505 //Requests for -1 mean 'update priority but don't change discard level'
506 506
507 if (packet == 0 || packet == -1) 507 if (packet == 0 || packet == -1)
508 return; 508 return;
509 509
510 // Check if we've got layers 510 // Check if we've got layers
511 if (Layers.Length > 0) 511 if (Layers.Length > 0)
512 { 512 {
513 DiscardLevel = Util.Clamp<int>(discardLevel, 0, Layers.Length - 1); 513 DiscardLevel = Util.Clamp<int>(discardLevel, 0, Layers.Length - 1);
514 StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End); 514 StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
515 CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1); 515 CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
516 // sendFirstPacket = true; 516 // sendFirstPacket = true;
517 } 517 }
518 else 518 else
519 { 519 {
520 // No layers, send full image 520 // No layers, send full image
521 DiscardLevel = 0; 521 DiscardLevel = 0;
522 StopPacket = TexturePacketCount() - 1; 522 StopPacket = TexturePacketCount() - 1;
523 CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1); 523 CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
524 524
525 } 525 }
526 } 526 }
527 527
528 /// <summary> 528 /// <summary>
529 /// Sends a texture packet to the client. 529 /// Sends a texture packet to the client.
530 /// </summary> 530 /// </summary>
531 /// <param name="client">Client to send texture to</param> 531 /// <param name="client">Client to send texture to</param>
532 /// <returns>true if a packet was sent, false if not</returns> 532 /// <returns>true if a packet was sent, false if not</returns>
533 public bool SendPacket(LLClientView client) 533 public bool SendPacket(LLClientView client)
534 { 534 {
535 // If we've hit the end of the send or if the client set -1, return false. 535 // If we've hit the end of the send or if the client set -1, return false.
536 if (CurrentPacket > StopPacket || StopPacket == -1) 536 if (CurrentPacket > StopPacket || StopPacket == -1)
537 return false; 537 return false;
538 538
539 // The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc. 539 // The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
540 // This packet only gets sent once unless we're restarting the transfer from 0! 540 // This packet only gets sent once unless we're restarting the transfer from 0!
541 if (sendFirstPacket) 541 if (sendFirstPacket)
542 { 542 {
543 sendFirstPacket = false; 543 sendFirstPacket = false;
544 544
545 // Do we have less then 1 packet's worth of data? 545 // Do we have less then 1 packet's worth of data?
546 if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE) 546 if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
547 { 547 {
548 // Send only 1 packet 548 // Send only 1 packet
549 client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2); 549 client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
550 CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet 550 CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
551 return true; 551 return true;
552 } 552 }
553 else 553 else
554 { 554 {
555 555
556 // Send first packet 556 // Send first packet
557 byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE]; 557 byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
558 try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); } 558 try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
559 catch (Exception) 559 catch (Exception)
560 { 560 {
561 Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE)); 561 Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
562 562
563 //m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString()); 563 //m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
564 //m_cancel = true; 564 //m_cancel = true;
565 //m_sending = false; 565 //m_sending = false;
566 return false; 566 return false;
567 } 567 }
568 client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2); 568 client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
569 ++CurrentPacket; // sets CurrentPacket to 1 569 ++CurrentPacket; // sets CurrentPacket to 1
570 } 570 }
571 } 571 }
572 572
573 // figure out if we're on the last packet, if so, use the last packet size. If not, use 1000. 573 // figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
574 // we know that the total image size is greater then 1000 if we're here 574 // we know that the total image size is greater then 1000 if we're here
575 int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE; 575 int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
576 576
577 //if (imagePacketSize > 0) 577 //if (imagePacketSize > 0)
578 // imagePacketSize = IMAGE_PACKET_SIZE; 578 // imagePacketSize = IMAGE_PACKET_SIZE;
579 //if (imagePacketSize != 1000) 579 //if (imagePacketSize != 1000)
580 // Console.WriteLine("ENdPacket"); 580 // Console.WriteLine("ENdPacket");
581 //Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize)); 581 //Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
582 582
583 583
584 byte[] imageData = new byte[imagePacketSize]; 584 byte[] imageData = new byte[imagePacketSize];
585 try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); } 585 try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
586 catch (Exception e) 586 catch (Exception e)
587 { 587 {
588 Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(), 588 Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
589 imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount())); 589 imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
590 System.Console.WriteLine(e.ToString()); 590 System.Console.WriteLine(e.ToString());
591 //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString()); 591 //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
592 //m_cancel = true; 592 //m_cancel = true;
593 //m_sending = false; 593 //m_sending = false;
594 return false; 594 return false;
595 } 595 }
596 596
597 // Send next packet to the client 597 // Send next packet to the client
598 client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData); 598 client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
599 ++CurrentPacket; 599 ++CurrentPacket;
600 return true; 600 return true;
601 } 601 }
602 602
603 } 603 }
604 604
605 /// <summary> 605 /// <summary>
606 /// Generic Priority Queue element 606 /// Generic Priority Queue element
607 /// Contains a Priority and a Reference type Data Element 607 /// Contains a Priority and a Reference type Data Element
608 /// </summary> 608 /// </summary>
609 /// <typeparam name="D">Reference type data element</typeparam> 609 /// <typeparam name="D">Reference type data element</typeparam>
610 struct Prio<D> : IComparable<Prio<D>> where D : class 610 struct Prio<D> : IComparable<Prio<D>> where D : class
611 { 611 {
612 public D data; 612 public D data;
613 private int priority; 613 private int priority;
614 614
615 public Prio(D data, int priority) 615 public Prio(D data, int priority)
616 { 616 {
617 this.data = data; 617 this.data = data;
618 this.priority = priority; 618 this.priority = priority;
619 } 619 }
620 620
621 public int CompareTo(Prio<D> that) 621 public int CompareTo(Prio<D> that)
622 { 622 {
623 return this.priority.CompareTo(that.priority); 623 return this.priority.CompareTo(that.priority);
624 } 624 }
625 625
626 public bool Equals(Prio<D> that) 626 public bool Equals(Prio<D> that)
627 { 627 {
628 return this.priority == that.priority; 628 return this.priority == that.priority;
629 } 629 }
630 630
631 public static Prio<D> operator +(Prio<D> tp, int delta) 631 public static Prio<D> operator +(Prio<D> tp, int delta)
632 { 632 {
633 return new Prio<D>(tp.data, tp.priority + delta); 633 return new Prio<D>(tp.data, tp.priority + delta);
634 } 634 }
635 635
636 public static bool operator <(Prio<D> tp, int check) 636 public static bool operator <(Prio<D> tp, int check)
637 { 637 {
638 return (tp.priority < check); 638 return (tp.priority < check);
639 } 639 }
640 640
641 public static bool operator >(Prio<D> tp, int check) 641 public static bool operator >(Prio<D> tp, int check)
642 { 642 {
643 return (tp.priority > check); 643 return (tp.priority > check);
644 } 644 }
645 645
646 public static Prio<D> operator -(Prio<D> tp, int delta) 646 public static Prio<D> operator -(Prio<D> tp, int delta)
647 { 647 {
648 if (tp.priority - delta < 0) 648 if (tp.priority - delta < 0)
649 return new Prio<D>(tp.data, tp.priority - delta); 649 return new Prio<D>(tp.data, tp.priority - delta);
650 else 650 else
651 return new Prio<D>(tp.data, 0); 651 return new Prio<D>(tp.data, 0);
652 } 652 }
653 653
654 public override String ToString() 654 public override String ToString()
655 { 655 {
656 return String.Format("{0}[{1}]", data, priority); 656 return String.Format("{0}[{1}]", data, priority);
657 } 657 }
658 658
659 internal Prio<D> SetPriority(int pPriority) 659 internal Prio<D> SetPriority(int pPriority)
660 { 660 {
661 return new Prio<D>(this.data, pPriority); 661 return new Prio<D>(this.data, pPriority);
662 } 662 }
663 } 663 }
664} 664}