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authorAdam Frisby2008-04-30 21:16:36 +0000
committerAdam Frisby2008-04-30 21:16:36 +0000
commitf5c312bc3c2567449c7268a54a08a54119f58d53 (patch)
tree424668a4bbec6873ebc5b8256f3671db102f5e9c /OpenSim/Region/Environment/Modules/TextureSender.cs
parent* Adds the AuthbuyerID field to sqlite and makes use of it. (diff)
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* Refactored Environment/Modules directory - modules now reside in their own directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.) * This should be moved into a seperate project file.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs (renamed from OpenSim/Region/Environment/Modules/TextureSender.cs)440
1 files changed, 220 insertions, 220 deletions
diff --git a/OpenSim/Region/Environment/Modules/TextureSender.cs b/OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs
index e54a1a2..37b0652 100644
--- a/OpenSim/Region/Environment/Modules/TextureSender.cs
+++ b/OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs
@@ -1,220 +1,220 @@
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.Reflection; 29using System.Reflection;
30using libsecondlife.Packets; 30using libsecondlife.Packets;
31using log4net; 31using log4net;
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.Environment.Interfaces; 33using OpenSim.Region.Environment.Interfaces;
34 34
35namespace OpenSim.Region.Environment.Modules 35namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
36{ 36{
37 /// <summary> 37 /// <summary>
38 /// A TextureSender handles the process of receiving a texture requested by the client from the 38 /// A TextureSender handles the process of receiving a texture requested by the client from the
39 /// AssetCache, and then sending that texture back to the client. 39 /// AssetCache, and then sending that texture back to the client.
40 /// </summary> 40 /// </summary>
41 public class TextureSender : ITextureSender 41 public class TextureSender : ITextureSender
42 { 42 {
43 private static readonly ILog m_log 43 private static readonly ILog m_log
44 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 /// <summary> 46 /// <summary>
47 /// Records the number of times texture send has been called. 47 /// Records the number of times texture send has been called.
48 /// </summary> 48 /// </summary>
49 public int counter = 0; 49 public int counter = 0;
50 50
51 /// <summary> 51 /// <summary>
52 /// Holds the texture asset to send. 52 /// Holds the texture asset to send.
53 /// </summary> 53 /// </summary>
54 private AssetBase m_asset; 54 private AssetBase m_asset;
55 55
56 //public LLUUID assetID { get { return m_asset.FullID; } } 56 //public LLUUID assetID { get { return m_asset.FullID; } }
57 57
58 /// <summary> 58 /// <summary>
59 /// This is actually the number of extra packets required to send the texture data! We always assume 59 /// This is actually the number of extra packets required to send the texture data! We always assume
60 /// at least one is required. 60 /// at least one is required.
61 /// </summary> 61 /// </summary>
62 private int NumPackets = 0; 62 private int NumPackets = 0;
63 63
64 /// <summary> 64 /// <summary>
65 /// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts 65 /// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
66 /// at the 600th byte (0th indexed). 66 /// at the 600th byte (0th indexed).
67 /// </summary> 67 /// </summary>
68 private int PacketCounter = 0; 68 private int PacketCounter = 0;
69 69
70 // See ITextureSender 70 // See ITextureSender
71 public bool Cancel 71 public bool Cancel
72 { 72 {
73 get { return false; } 73 get { return false; }
74 set { m_cancel = value; } 74 set { m_cancel = value; }
75 } 75 }
76 76
77 private bool m_cancel = false; 77 private bool m_cancel = false;
78 78
79 // See ITextureSender 79 // See ITextureSender
80 public bool Sending 80 public bool Sending
81 { 81 {
82 get { return false; } 82 get { return false; }
83 set { m_sending = value; } 83 set { m_sending = value; }
84 } 84 }
85 85
86 private bool m_sending = false; 86 private bool m_sending = false;
87 87
88 public bool ImageLoaded = false; 88 public bool ImageLoaded = false;
89 89
90 private IClientAPI RequestUser; 90 private IClientAPI RequestUser;
91 91
92 private int RequestedDiscardLevel = -1; 92 private int RequestedDiscardLevel = -1;
93 private uint StartPacketNumber = 0; 93 private uint StartPacketNumber = 0;
94 94
95 public TextureSender(IClientAPI client, int discardLevel, uint packetNumber) 95 public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
96 { 96 {
97 RequestUser = client; 97 RequestUser = client;
98 RequestedDiscardLevel = discardLevel; 98 RequestedDiscardLevel = discardLevel;
99 StartPacketNumber = packetNumber; 99 StartPacketNumber = packetNumber;
100 } 100 }
101 101
102 /// <summary> 102 /// <summary>
103 /// Load up the texture data to send. 103 /// Load up the texture data to send.
104 /// </summary> 104 /// </summary>
105 /// <param name="asset"> 105 /// <param name="asset">
106 /// A <see cref="AssetBase"/> 106 /// A <see cref="AssetBase"/>
107 /// </param> 107 /// </param>
108 public void TextureReceived(AssetBase asset) 108 public void TextureReceived(AssetBase asset)
109 { 109 {
110 m_asset = asset; 110 m_asset = asset;
111 NumPackets = CalculateNumPackets(asset.Data.Length); 111 NumPackets = CalculateNumPackets(asset.Data.Length);
112 PacketCounter = (int) StartPacketNumber; 112 PacketCounter = (int) StartPacketNumber;
113 ImageLoaded = true; 113 ImageLoaded = true;
114 } 114 }
115 115
116 // See ITextureSender 116 // See ITextureSender
117 public void UpdateRequest(int discardLevel, uint packetNumber) 117 public void UpdateRequest(int discardLevel, uint packetNumber)
118 { 118 {
119 RequestedDiscardLevel = discardLevel; 119 RequestedDiscardLevel = discardLevel;
120 StartPacketNumber = packetNumber; 120 StartPacketNumber = packetNumber;
121 PacketCounter = (int) StartPacketNumber; 121 PacketCounter = (int) StartPacketNumber;
122 } 122 }
123 123
124 // See ITextureSender 124 // See ITextureSender
125 public bool SendTexturePacket() 125 public bool SendTexturePacket()
126 { 126 {
127 //m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID); 127 //m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
128 128
129 SendPacket(); 129 SendPacket();
130 counter++; 130 counter++;
131 if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) || 131 if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
132 ((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets/(RequestedDiscardLevel + 1))))) 132 ((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets/(RequestedDiscardLevel + 1)))))
133 { 133 {
134 return true; 134 return true;
135 } 135 }
136 return false; 136 return false;
137 } 137 }
138 138
139 /// <summary> 139 /// <summary>
140 /// Sends a texture packet to the client. 140 /// Sends a texture packet to the client.
141 /// </summary> 141 /// </summary>
142 private void SendPacket() 142 private void SendPacket()
143 { 143 {
144 if (PacketCounter <= NumPackets) 144 if (PacketCounter <= NumPackets)
145 { 145 {
146 if (PacketCounter == 0) 146 if (PacketCounter == 0)
147 { 147 {
148 if (NumPackets == 0) 148 if (NumPackets == 0)
149 { 149 {
150 ImageDataPacket im = new ImageDataPacket(); 150 ImageDataPacket im = new ImageDataPacket();
151 im.Header.Reliable = false; 151 im.Header.Reliable = false;
152 im.ImageID.Packets = 1; 152 im.ImageID.Packets = 1;
153 im.ImageID.ID = m_asset.FullID; 153 im.ImageID.ID = m_asset.FullID;
154 im.ImageID.Size = (uint) m_asset.Data.Length; 154 im.ImageID.Size = (uint) m_asset.Data.Length;
155 im.ImageData.Data = m_asset.Data; 155 im.ImageData.Data = m_asset.Data;
156 im.ImageID.Codec = 2; 156 im.ImageID.Codec = 2;
157 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture); 157 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
158 PacketCounter++; 158 PacketCounter++;
159 } 159 }
160 else 160 else
161 { 161 {
162 ImageDataPacket im = new ImageDataPacket(); 162 ImageDataPacket im = new ImageDataPacket();
163 im.Header.Reliable = false; 163 im.Header.Reliable = false;
164 im.ImageID.Packets = (ushort) (NumPackets); 164 im.ImageID.Packets = (ushort) (NumPackets);
165 im.ImageID.ID = m_asset.FullID; 165 im.ImageID.ID = m_asset.FullID;
166 im.ImageID.Size = (uint) m_asset.Data.Length; 166 im.ImageID.Size = (uint) m_asset.Data.Length;
167 im.ImageData.Data = new byte[600]; 167 im.ImageData.Data = new byte[600];
168 Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600); 168 Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
169 im.ImageID.Codec = 2; 169 im.ImageID.Codec = 2;
170 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture); 170 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
171 PacketCounter++; 171 PacketCounter++;
172 } 172 }
173 } 173 }
174 else 174 else
175 { 175 {
176 ImagePacketPacket im = new ImagePacketPacket(); 176 ImagePacketPacket im = new ImagePacketPacket();
177 im.Header.Reliable = false; 177 im.Header.Reliable = false;
178 im.ImageID.Packet = (ushort) (PacketCounter); 178 im.ImageID.Packet = (ushort) (PacketCounter);
179 im.ImageID.ID = m_asset.FullID; 179 im.ImageID.ID = m_asset.FullID;
180 int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1)); 180 int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
181 if (size > 1000) size = 1000; 181 if (size > 1000) size = 1000;
182 im.ImageData.Data = new byte[size]; 182 im.ImageData.Data = new byte[size];
183 try 183 try
184 { 184 {
185 Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size); 185 Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
186 } 186 }
187 catch (ArgumentOutOfRangeException) 187 catch (ArgumentOutOfRangeException)
188 { 188 {
189 m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" + 189 m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
190 m_asset.FullID.ToString() ); 190 m_asset.FullID.ToString() );
191 return; 191 return;
192 } 192 }
193 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture); 193 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
194 PacketCounter++; 194 PacketCounter++;
195 } 195 }
196 } 196 }
197 } 197 }
198 198
199 /// <summary> 199 /// <summary>
200 /// Calculate the number of packets that will be required to send the texture loaded into this sender 200 /// Calculate the number of packets that will be required to send the texture loaded into this sender
201 /// This is actually the number of 1000 byte packets not including an initial 600 byte packet... 201 /// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
202 /// </summary> 202 /// </summary>
203 /// <param name="length"></param> 203 /// <param name="length"></param>
204 /// <returns></returns> 204 /// <returns></returns>
205 private int CalculateNumPackets(int length) 205 private int CalculateNumPackets(int length)
206 { 206 {
207 int numPackets = 0; 207 int numPackets = 0;
208 208
209 if (length > 600) 209 if (length > 600)
210 { 210 {
211 //over 600 bytes so split up file 211 //over 600 bytes so split up file
212 int restData = (length - 600); 212 int restData = (length - 600);
213 int restPackets = ((restData + 999)/1000); 213 int restPackets = ((restData + 999)/1000);
214 numPackets = restPackets; 214 numPackets = restPackets;
215 } 215 }
216 216
217 return numPackets; 217 return numPackets;
218 } 218 }
219 } 219 }
220} 220} \ No newline at end of file