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diff --git a/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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
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
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using log4net;
32using OpenMetaverse;
33using OpenSim.Framework;
34using OpenSim.Framework.Communications.Limit;
35using OpenSim.Framework.Statistics;
36using OpenSim.Region.Framework.Interfaces;
37using OpenSim.Region.Framework.Scenes;
38
39namespace OpenSim.Region.CoreModules.Agent.TextureDownload
40{
41 /// <summary>
42 /// This module sets up texture senders in response to client texture requests, and places them on a
43 /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
44 /// asset cache).
45 /// </summary>
46 public class UserTextureDownloadService
47 {
48// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49
50 /// <summary>
51 /// True if the service has been closed, probably because a user with texture requests still queued
52 /// logged out.
53 /// </summary>
54 private bool closed;
55
56 /// <summary>
57 /// We will allow the client to request the same texture n times before dropping further requests
58 ///
59 /// This number includes repeated requests for the same texture at different resolutions (which we don't
60 /// currently handle properly as far as I know). However, this situation should be handled in a more
61 /// sophisticated way.
62 /// </summary>
63// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
64
65 /// <summary>
66 /// XXX Also going to limit requests for found textures.
67 /// </summary>
68// private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
69// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
70
71// private readonly IClientAPI m_client;
72 private readonly Scene m_scene;
73
74 /// <summary>
75 /// Texture Senders are placed in this queue once they have received their texture from the asset
76 /// cache. Another module actually invokes the send.
77 /// </summary>
78// private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
79
80 /// <summary>
81 /// Holds texture senders before they have received the appropriate texture from the asset cache.
82 /// </summary>
83 private readonly Dictionary<UUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<UUID, TextureSender.TextureSender>();
84
85 /// <summary>
86 /// We're going to limit requests for the same missing texture.
87 /// XXX This is really a temporary solution to deal with the situation where a client continually requests
88 /// the same missing textures
89 /// </summary>
90// private readonly IRequestLimitStrategy<UUID> missingTextureLimitStrategy
91// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
92
93 public UserTextureDownloadService(
94 IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue<ITextureSender> sharedQueue)
95 {
96// m_client = client;
97 m_scene = scene;
98// m_sharedSendersQueue = sharedQueue;
99 }
100
101 /// <summary>
102 /// Handle a texture request. This involves creating a texture sender and placing it on the
103 /// previously passed in shared queue.
104 /// </summary>
105 /// <param name="e"></param>
106 public void HandleTextureRequest(TextureRequestArgs e)
107 {
108
109 //TextureSender.TextureSender textureSender;
110
111 //TODO: should be working out the data size/ number of packets to be sent for each discard level
112 //if ((e.DiscardLevel >= 0) || (e.Priority != 0))
113 //{
114 //lock (m_textureSenders)
115 //{
116 //if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
117 //{
118 // If we've received new non UUID information for this request and it hasn't dispatched
119 // yet, then update the request accordingly.
120 // textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
121 //}
122 //else
123 //{
124 // m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
125
126 //if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
127 //{
128 // m_log.DebugFormat(
129 // "[TEXTURE]: Refusing request for {0} from client {1}",
130 // e.RequestedAssetID, m_client.AgentId);
131
132 //return;
133 //}
134 //else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
135 //{
136 // if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
137 // {
138 // if (StatsManager.SimExtraStats != null)
139 // StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
140
141 // Commenting out this message for now as it causes too much noise with other
142 // debug messages.
143 // m_log.DebugFormat(
144 // "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
145 // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
146 // }
147
148 // return;
149 //}
150
151 m_scene.StatsReporter.AddPendingDownloads(1);
152
153 //TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
154 //m_textureSenders.Add(e.RequestedAssetID, null);
155
156 m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
157
158
159 }
160
161 protected void TextureReceived(string id, Object sender, AssetBase asset)
162 {
163 if (asset != null)
164 TextureCallback(asset.FullID, asset);
165 }
166
167 /// <summary>
168 /// The callback for the asset cache when a texture has been retrieved. This method queues the
169 /// texture sender for processing.
170 /// </summary>
171 /// <param name="textureID"></param>
172 /// <param name="texture"></param>
173 public void TextureCallback(UUID textureID, AssetBase texture)
174 {
175 //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
176
177 // There may still be texture requests pending for a logged out client
178 if (closed)
179 return;
180
181 /*
182 lock (m_textureSenders)
183 {
184 TextureSender.TextureSender textureSender;
185 if (m_textureSenders.TryGetValue(textureID, out textureSender))
186 {
187 // XXX It may be perfectly valid for a texture to have no data... but if we pass
188 // this on to the TextureSender it will blow up, so just discard for now.
189 // Needs investigation.
190 if (texture == null || texture.Data == null)
191 {
192 if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
193 {
194 missingTextureLimitStrategy.MonitorRequests(textureID);
195
196 // m_log.DebugFormat(
197 // "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
198 // textureID, m_client.AgentId);
199 }
200
201 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
202 EnqueueTextureSender(textureNotFoundSender);
203 }
204 else
205 {
206 if (!textureSender.ImageLoaded)
207 {
208 textureSender.TextureReceived(texture);
209 EnqueueTextureSender(textureSender);
210
211 foundTextureLimitStrategy.MonitorRequests(textureID);
212 }
213 }
214
215 //m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
216 m_textureSenders.Remove(textureID);
217 //m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
218 }
219 else
220 {
221 m_log.WarnFormat(
222 "[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
223 textureID);
224 }
225 }
226 */
227 }
228
229 /// <summary>
230 /// Place a ready texture sender on the processing queue.
231 /// </summary>
232 /// <param name="textureSender"></param>
233// private void EnqueueTextureSender(ITextureSender textureSender)
234// {
235// textureSender.Cancel = false;
236// textureSender.Sending = true;
237//
238// if (!m_sharedSendersQueue.Contains(textureSender))
239// {
240// m_sharedSendersQueue.Enqueue(textureSender);
241// }
242// }
243
244 /// <summary>
245 /// Close this module.
246 /// </summary>
247 internal void Close()
248 {
249 closed = true;
250
251 lock (m_textureSenders)
252 {
253 foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
254 {
255 textureSender.Cancel = true;
256 }
257
258 m_textureSenders.Clear();
259 }
260
261 // XXX: It might be possible to also remove pending texture requests from the asset cache queues,
262 // though this might also be more trouble than it's worth.
263 }
264 }
265}