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author | Justin Clarke Casey | 2008-03-24 18:21:06 +0000 |
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committer | Justin Clarke Casey | 2008-03-24 18:21:06 +0000 |
commit | 8c0955321a5f0d4de21ceb9b98b4e329e1b56200 (patch) | |
tree | 245c0afe78f579e698e3973d1254bedda19e2fbd /OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs | |
parent | Fixed a small XmlRpcCommand bug (diff) | |
download | opensim-SC-8c0955321a5f0d4de21ceb9b98b4e329e1b56200.zip opensim-SC-8c0955321a5f0d4de21ceb9b98b4e329e1b56200.tar.gz opensim-SC-8c0955321a5f0d4de21ceb9b98b4e329e1b56200.tar.bz2 opensim-SC-8c0955321a5f0d4de21ceb9b98b4e329e1b56200.tar.xz |
* Refactor: Genericise request limit strategies and move to OpenSim.Framework.Communications.Limit
Diffstat (limited to 'OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs')
-rw-r--r-- | OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs | 90 |
1 files changed, 30 insertions, 60 deletions
diff --git a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs index 4fdec65..a688cc8 100644 --- a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs +++ b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs | |||
@@ -32,6 +32,7 @@ using libsecondlife; | |||
32 | using libsecondlife.Packets; | 32 | using libsecondlife.Packets; |
33 | 33 | ||
34 | using OpenSim.Framework; | 34 | using OpenSim.Framework; |
35 | using OpenSim.Framework.Communications.Limit; | ||
35 | using OpenSim.Framework.Console; | 36 | using OpenSim.Framework.Console; |
36 | using OpenSim.Region.Environment.Interfaces; | 37 | using OpenSim.Region.Environment.Interfaces; |
37 | using OpenSim.Region.Environment.Scenes; | 38 | using OpenSim.Region.Environment.Scenes; |
@@ -54,27 +55,29 @@ namespace OpenSim.Region.Environment.Modules | |||
54 | private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5; | 55 | private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5; |
55 | 56 | ||
56 | /// <summary> | 57 | /// <summary> |
57 | /// Holds texture senders before they have received the appropriate texture from the asset cache. | 58 | /// We're going to limit repeated requests for the same missing texture. |
58 | /// </summary> | 59 | /// XXX This is really a temporary solution to deal with the situation where a client continually requests |
59 | private readonly Dictionary<LLUUID, TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender>(); | 60 | /// the same missing textures |
61 | /// </summary> | ||
62 | private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy | ||
63 | = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS); | ||
60 | 64 | ||
61 | /// <summary> | 65 | /// <summary> |
62 | /// Texture Senders are placed in this queue once they have received their texture from the asset | 66 | /// XXX Also going to limit repeated requests for found textures. |
63 | /// cache. Another module actually invokes the send. | ||
64 | /// </summary> | 67 | /// </summary> |
65 | private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue; | 68 | private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy |
69 | = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS); | ||
66 | 70 | ||
67 | /// <summary> | 71 | /// <summary> |
68 | /// We're going to record when we get a request for a particular missing texture for each client | 72 | /// Holds texture senders before they have received the appropriate texture from the asset cache. |
69 | /// XXX This is really a temporary solution to deal with the situation where a client continually requests | ||
70 | /// the same missing textures | ||
71 | /// </summary> | 73 | /// </summary> |
72 | private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>(); | 74 | private readonly Dictionary<LLUUID, TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender>(); |
73 | 75 | ||
74 | /// <summary> | 76 | /// <summary> |
75 | /// XXX Also going to record all the textures found and dispatched | 77 | /// Texture Senders are placed in this queue once they have received their texture from the asset |
78 | /// cache. Another module actually invokes the send. | ||
76 | /// </summary> | 79 | /// </summary> |
77 | private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>(); | 80 | private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue; |
78 | 81 | ||
79 | private readonly Scene m_scene; | 82 | private readonly Scene m_scene; |
80 | 83 | ||
@@ -109,50 +112,21 @@ namespace OpenSim.Region.Environment.Modules | |||
109 | textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); | 112 | textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); |
110 | } | 113 | } |
111 | else | 114 | else |
112 | { | 115 | { |
113 | // If we've already told the client we're missing the texture, then don't ask the | 116 | if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) |
114 | // asset server for it again - record the fact that it's missing instead. | ||
115 | // XXX This is to reduce (but not resolve) a current problem where some clients keep | ||
116 | // requesting the same textures | ||
117 | if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID)) | ||
118 | { | 117 | { |
119 | missingTextureRequestCounts[e.RequestedAssetID] += 1; | 118 | return; |
120 | |||
121 | if (missingTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS) | ||
122 | { | ||
123 | if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == missingTextureRequestCounts[e.RequestedAssetID]) | ||
124 | { | ||
125 | m_log.DebugFormat( | ||
126 | "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for {1} since we have received more than {2} requests", | ||
127 | e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); | ||
128 | } | ||
129 | |||
130 | return; | ||
131 | } | ||
132 | } | 119 | } |
133 | else | 120 | else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) |
134 | { | 121 | { |
135 | // If we keep receiving requests for textures we've already served to the client, | 122 | if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID)) |
136 | // then stop sending them. This is a short term approach approach to the problem | ||
137 | // of clients which keep requesting the same texture - the long term approach | ||
138 | // will be to treat the cause (and possibly more generally cap the request | ||
139 | // queues as well/instead) | ||
140 | if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID)) | ||
141 | { | 123 | { |
142 | dispatchedTextureRequestCounts[e.RequestedAssetID] += 1; | 124 | m_log.DebugFormat( |
143 | 125 | "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {1} requests", | |
144 | if (dispatchedTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS) | 126 | e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); |
145 | { | 127 | } |
146 | // if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == dispatchedTextureRequestCounts[e.RequestedAssetID]) | 128 | |
147 | // { | 129 | return; |
148 | // m_log.DebugFormat( | ||
149 | // "[USER TEXTURE DOWNLOAD SERVICE]: Dropping further requests for dispatched/queued texture {0} for {1} since we have received more than {2} requests", | ||
150 | // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); | ||
151 | // } | ||
152 | |||
153 | return; | ||
154 | } | ||
155 | } | ||
156 | } | 130 | } |
157 | 131 | ||
158 | m_scene.AddPendingDownloads(1); | 132 | m_scene.AddPendingDownloads(1); |
@@ -197,9 +171,9 @@ namespace OpenSim.Region.Environment.Modules | |||
197 | // Needs investigation. | 171 | // Needs investigation. |
198 | if (texture == null || texture.Data == null) | 172 | if (texture == null || texture.Data == null) |
199 | { | 173 | { |
200 | if (!missingTextureRequestCounts.ContainsKey(textureID)) | 174 | if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID)) |
201 | { | 175 | { |
202 | missingTextureRequestCounts.Add(textureID, 1); | 176 | missingTextureLimitStrategy.MonitorRequests(textureID); |
203 | 177 | ||
204 | m_log.DebugFormat( | 178 | m_log.DebugFormat( |
205 | "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}", | 179 | "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}", |
@@ -216,11 +190,7 @@ namespace OpenSim.Region.Environment.Modules | |||
216 | textureSender.TextureReceived(texture); | 190 | textureSender.TextureReceived(texture); |
217 | EnqueueTextureSender(textureSender); | 191 | EnqueueTextureSender(textureSender); |
218 | 192 | ||
219 | // Record the fact that we've put this texture in for dispatch | 193 | foundTextureLimitStrategy.MonitorRequests(textureID); |
220 | if (!dispatchedTextureRequestCounts.ContainsKey(textureID)) | ||
221 | { | ||
222 | dispatchedTextureRequestCounts.Add(textureID, 1); | ||
223 | } | ||
224 | } | 194 | } |
225 | } | 195 | } |
226 | 196 | ||