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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 OpenSim 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.Collections.Generic;
29using System.Reflection;
30using libsecondlife;
31using log4net;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications.Limit;
34using OpenSim.Region.Environment.Interfaces;
35using OpenSim.Region.Environment.Modules.Agent.TextureDownload;
36using OpenSim.Region.Environment.Modules.Agent.TextureSender;
37using OpenSim.Region.Environment.Scenes;
38
39namespace OpenSim.Region.Environment.Modules.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
49 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 /// <summary>
52 /// We will allow the client to request the same texture n times before dropping further requests
53 ///
54 /// This number includes repeated requests for the same texture at different resolutions (which we don't
55 /// currently handle properly as far as I know). However, this situation should be handled in a more
56 /// sophisticated way.
57 /// </summary>
58 private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
59
60 /// <summary>
61 /// We're going to limit requests for the same missing texture.
62 /// XXX This is really a temporary solution to deal with the situation where a client continually requests
63 /// the same missing textures
64 /// </summary>
65 private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
66 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
67
68 /// <summary>
69 /// XXX Also going to limit requests for found textures.
70 /// </summary>
71 private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
72 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
73
74 /// <summary>
75 /// Holds texture senders before they have received the appropriate texture from the asset cache.
76 /// </summary>
77 private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
78
79 /// <summary>
80 /// Texture Senders are placed in this queue once they have received their texture from the asset
81 /// cache. Another module actually invokes the send.
82 /// </summary>
83 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
84
85 private readonly Scene m_scene;
86
87 private readonly IClientAPI m_client;
88
89 public UserTextureDownloadService(
90 IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
91 {
92 m_client = client;
93 m_scene = scene;
94 m_sharedSendersQueue = sharedQueue;
95 }
96
97 /// <summary>
98 /// Handle a texture request. This involves creating a texture sender and placing it on the
99 /// previously passed in shared queue.
100 /// </summary>
101 /// <param name="e"></param>
102 public void HandleTextureRequest(TextureRequestArgs e)
103 {
104 TextureSender.TextureSender textureSender;
105
106 //TODO: should be working out the data size/ number of packets to be sent for each discard level
107 if ((e.DiscardLevel >= 0) || (e.Priority != 0))
108 {
109 lock (m_textureSenders)
110 {
111 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
112 {
113 // If we've received new non UUID information for this request and it hasn't dispatched
114 // yet, then update the request accordingly.
115 textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
116 }
117 else
118 {
119 if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
120 {
121// m_log.DebugFormat(
122// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
123// e.RequestedAssetID, m_client.AgentId);
124
125 return;
126 }
127 else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
128 {
129 if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
130 {
131 // Commenting out this message for now as it causes too much noise with other
132 // debug messages.
133 // TODO: possibly record this as a statistic in the future
134 //
135// m_log.DebugFormat(
136// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
137// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
138 }
139
140 return;
141 }
142
143 m_scene.AddPendingDownloads(1);
144
145 TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
146 m_textureSenders.Add(e.RequestedAssetID, requestHandler);
147
148 m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
149 }
150 }
151 }
152 else
153 {
154 lock (m_textureSenders)
155 {
156 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
157 {
158 textureSender.Cancel = true;
159 }
160 }
161 }
162 }
163
164 /// <summary>
165 /// The callback for the asset cache when a texture has been retrieved. This method queues the
166 /// texture sender for processing.
167 /// </summary>
168 /// <param name="textureID"></param>
169 /// <param name="texture"></param>
170 public void TextureCallback(LLUUID textureID, AssetBase texture)
171 {
172 //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
173
174 lock (m_textureSenders)
175 {
176 TextureSender.TextureSender textureSender;
177
178 if (m_textureSenders.TryGetValue(textureID, out textureSender))
179 {
180 // XXX It may be perfectly valid for a texture to have no data... but if we pass
181 // this on to the TextureSender it will blow up, so just discard for now.
182 // Needs investigation.
183 if (texture == null || texture.Data == null)
184 {
185 if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
186 {
187 missingTextureLimitStrategy.MonitorRequests(textureID);
188
189 m_log.DebugFormat(
190 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
191 textureID, m_client.AgentId);
192 }
193
194 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
195 EnqueueTextureSender(textureNotFoundSender);
196 }
197 else
198 {
199 if (!textureSender.ImageLoaded)
200 {
201 textureSender.TextureReceived(texture);
202 EnqueueTextureSender(textureSender);
203
204 foundTextureLimitStrategy.MonitorRequests(textureID);
205 }
206 }
207
208 //m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
209 m_textureSenders.Remove(textureID);
210 //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
211 }
212 else
213 {
214 m_log.WarnFormat(
215 "Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
216 textureID);
217 }
218 }
219 }
220
221 /// <summary>
222 /// Place a ready texture sender on the processing queue.
223 /// </summary>
224 /// <param name="textureSender"></param>
225 private void EnqueueTextureSender(ITextureSender textureSender)
226 {
227 textureSender.Cancel = false;
228 textureSender.Sending = true;
229
230 if (!m_sharedSendersQueue.Contains(textureSender))
231 {
232 m_sharedSendersQueue.Enqueue(textureSender);
233 }
234 }
235
236 /// <summary>
237 /// Close this module.
238 /// </summary>
239 internal void Close()
240 {
241 lock (m_textureSenders)
242 {
243 foreach( TextureSender.TextureSender textureSender in m_textureSenders.Values )
244 {
245 textureSender.Cancel = true;
246 }
247
248 m_textureSenders.Clear();
249 }
250 }
251 }
252} \ No newline at end of file