From 2a3c79df83e800d5dfe75a1a3b140ed81da2b1d6 Mon Sep 17 00:00:00 2001 From: Sean Dague Date: Mon, 16 Jul 2007 15:40:11 +0000 Subject: changed to native line ending encoding --- OpenSim/Region/Caches/AssetCache.cs | 1338 +++++++++++----------- OpenSim/Region/Caches/Properties/AssemblyInfo.cs | 66 +- 2 files changed, 702 insertions(+), 702 deletions(-) (limited to 'OpenSim/Region/Caches') diff --git a/OpenSim/Region/Caches/AssetCache.cs b/OpenSim/Region/Caches/AssetCache.cs index 453edbe..8deb0a1 100644 --- a/OpenSim/Region/Caches/AssetCache.cs +++ b/OpenSim/Region/Caches/AssetCache.cs @@ -1,669 +1,669 @@ -/* -* Copyright (c) Contributors, http://www.openmetaverse.org/ -* See CONTRIBUTORS.TXT for a full list of copyright holders. -* -* Redistribution and use in source and binary forms, with or without -* modification, are permitted provided that the following conditions are met: -* * Redistributions of source code must retain the above copyright -* notice, this list of conditions and the following disclaimer. -* * Redistributions in binary form must reproduce the above copyright -* notice, this list of conditions and the following disclaimer in the -* documentation and/or other materials provided with the distribution. -* * Neither the name of the OpenSim Project nor the -* names of its contributors may be used to endorse or promote products -* derived from this software without specific prior written permission. -* -* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY -* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY -* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND -* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -* -*/ - -using System; -using System.Collections.Generic; -using System.Reflection; -using System.Threading; -using libsecondlife; -using libsecondlife.Packets; -using OpenSim.Framework.Interfaces; -using OpenSim.Framework.Types; - -namespace OpenSim.Region.Caches -{ - public delegate void DownloadComplete(AssetCache.TextureSender sender); - - /// - /// Manages local cache of assets and their sending to viewers. - /// - public class AssetCache : IAssetReceiver - { - public Dictionary Assets; - public Dictionary Textures; - - public List AssetRequests = new List(); //assets ready to be sent to viewers - public List TextureRequests = new List(); //textures ready to be sent - - public Dictionary RequestedAssets = new Dictionary(); //Assets requested from the asset server - public Dictionary RequestedTextures = new Dictionary(); //Textures requested from the asset server - - public Dictionary SendingTextures = new Dictionary(); - private IAssetServer _assetServer; - private Thread _assetCacheThread; - private LLUUID[] textureList = new LLUUID[5]; - - /// - /// - /// - public AssetCache(IAssetServer assetServer) - { - Console.WriteLine("Creating Asset cache"); - _assetServer = assetServer; - _assetServer.SetReceiver(this); - Assets = new Dictionary(); - Textures = new Dictionary(); - this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); - this._assetCacheThread.IsBackground = true; - this._assetCacheThread.Start(); - - } - - public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey) - { - Console.WriteLine("Creating Asset cache"); - _assetServer = this.LoadAssetDll(assetServerDLLName); - _assetServer.SetServerInfo(assetServerURL, assetServerKey); - _assetServer.SetReceiver(this); - Assets = new Dictionary(); - Textures = new Dictionary(); - this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); - this._assetCacheThread.IsBackground = true; - this._assetCacheThread.Start(); - - } - - /// - /// - /// - public void RunAssetManager() - { - while (true) - { - try - { - //Console.WriteLine("Asset cache loop"); - this.ProcessAssetQueue(); - this.ProcessTextureQueue(); - Thread.Sleep(500); - } - catch (Exception e) - { - Console.WriteLine(e.Message); - } - } - } - - public void LoadDefaultTextureSet() - { - //hack: so we can give each user a set of textures - textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001"); - textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002"); - textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003"); - textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004"); - textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005"); - - for (int i = 0; i < textureList.Length; i++) - { - this._assetServer.RequestAsset(textureList[i], true); - } - - } - - public AssetBase[] CreateNewInventorySet(LLUUID agentID) - { - AssetBase[] inventorySet = new AssetBase[this.textureList.Length]; - for (int i = 0; i < textureList.Length; i++) - { - if (this.Textures.ContainsKey(textureList[i])) - { - inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]); - TextureImage image = new TextureImage(inventorySet[i]); - this.Textures.Add(image.FullID, image); - this._assetServer.UploadNewAsset(image); //save the asset to the asset server - } - } - return inventorySet; - } - - public AssetBase GetAsset(LLUUID assetID) - { - AssetBase asset = null; - if (this.Textures.ContainsKey(assetID)) - { - asset = this.Textures[assetID]; - } - else if (this.Assets.ContainsKey(assetID)) - { - asset = this.Assets[assetID]; - } - return asset; - } - - public void AddAsset(AssetBase asset) - { - // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated()); - if (asset.Type == 0) - { - //Console.WriteLine("which is a texture"); - if (!this.Textures.ContainsKey(asset.FullID)) - { //texture - TextureImage textur = new TextureImage(asset); - this.Textures.Add(textur.FullID, textur); - this._assetServer.UploadNewAsset(asset); - } - } - else - { - if (!this.Assets.ContainsKey(asset.FullID)) - { - AssetInfo assetInf = new AssetInfo(asset); - this.Assets.Add(assetInf.FullID, assetInf); - this._assetServer.UploadNewAsset(asset); - } - } - } - - /// - /// - /// - private void ProcessTextureQueue() - { - if (this.TextureRequests.Count == 0) - { - //no requests waiting - return; - } - int num; - num = this.TextureRequests.Count; - - AssetRequest req; - for (int i = 0; i < num; i++) - { - req = (AssetRequest)this.TextureRequests[i]; - if (!this.SendingTextures.ContainsKey(req.ImageInfo.FullID)) - { - TextureSender sender = new TextureSender(req); - sender.OnComplete += this.TextureSent; - lock (this.SendingTextures) - { - this.SendingTextures.Add(req.ImageInfo.FullID, sender); - } - } - - } - - this.TextureRequests.Clear(); - } - - /// - /// Event handler, called by a TextureSender object to say that texture has been sent - /// - /// - public void TextureSent(TextureSender sender) - { - if (this.SendingTextures.ContainsKey(sender.request.ImageInfo.FullID)) - { - lock (this.SendingTextures) - { - this.SendingTextures.Remove(sender.request.ImageInfo.FullID); - } - } - } - - public void AssetReceived(AssetBase asset, bool IsTexture) - { - if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server - { - //check if it is a texture or not - //then add to the correct cache list - //then check for waiting requests for this asset/texture (in the Requested lists) - //and move those requests into the Requests list. - if (IsTexture) - { - TextureImage image = new TextureImage(asset); - this.Textures.Add(image.FullID, image); - if (this.RequestedTextures.ContainsKey(image.FullID)) - { - AssetRequest req = this.RequestedTextures[image.FullID]; - req.ImageInfo = image; - if (image.Data.LongLength > 600) - { - //over 600 bytes so split up file - req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000; - } - else - { - req.NumPackets = 1; - } - this.RequestedTextures.Remove(image.FullID); - this.TextureRequests.Add(req); - } - } - else - { - AssetInfo assetInf = new AssetInfo(asset); - this.Assets.Add(assetInf.FullID, assetInf); - if (this.RequestedAssets.ContainsKey(assetInf.FullID)) - { - AssetRequest req = this.RequestedAssets[assetInf.FullID]; - req.AssetInf = assetInf; - if (assetInf.Data.LongLength > 600) - { - //over 600 bytes so split up file - req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000; - } - else - { - req.NumPackets = 1; - } - this.RequestedAssets.Remove(assetInf.FullID); - this.AssetRequests.Add(req); - } - } - } - } - - public void AssetNotFound(AssetBase asset) - { - //the asset server had no knowledge of requested asset - - } - - #region Assets - /// - /// - /// - /// - /// - public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest) - { - LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0); - //check to see if asset is in local cache, if not we need to request it from asset server. - - if (!this.Assets.ContainsKey(requestID)) - { - //not found asset - // so request from asset server - if (!this.RequestedAssets.ContainsKey(requestID)) - { - AssetRequest request = new AssetRequest(); - request.RequestUser = userInfo; - request.RequestAssetID = requestID; - request.TransferRequestID = transferRequest.TransferInfo.TransferID; - this.RequestedAssets.Add(requestID, request); - this._assetServer.RequestAsset(requestID, false); - } - return; - } - //it is in our cache - AssetInfo asset = this.Assets[requestID]; - - //work out how many packets it should be sent in - // and add to the AssetRequests list - AssetRequest req = new AssetRequest(); - req.RequestUser = userInfo; - req.RequestAssetID = requestID; - req.TransferRequestID = transferRequest.TransferInfo.TransferID; - req.AssetInf = asset; - - if (asset.Data.LongLength > 600) - { - //over 600 bytes so split up file - req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000; - } - else - { - req.NumPackets = 1; - } - - this.AssetRequests.Add(req); - } - - /// - /// - /// - private void ProcessAssetQueue() - { - if (this.AssetRequests.Count == 0) - { - //no requests waiting - return; - } - int num; - - if (this.AssetRequests.Count < 5) - { - //lower than 5 so do all of them - num = this.AssetRequests.Count; - } - else - { - num = 5; - } - AssetRequest req; - for (int i = 0; i < num; i++) - { - req = (AssetRequest)this.AssetRequests[i]; - - TransferInfoPacket Transfer = new TransferInfoPacket(); - Transfer.TransferInfo.ChannelType = 2; - Transfer.TransferInfo.Status = 0; - Transfer.TransferInfo.TargetType = 0; - Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes(); - Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length; - Transfer.TransferInfo.TransferID = req.TransferRequestID; - req.RequestUser.OutPacket(Transfer); - - if (req.NumPackets == 1) - { - TransferPacketPacket TransferPacket = new TransferPacketPacket(); - TransferPacket.TransferData.Packet = 0; - TransferPacket.TransferData.ChannelType = 2; - TransferPacket.TransferData.TransferID = req.TransferRequestID; - TransferPacket.TransferData.Data = req.AssetInf.Data; - TransferPacket.TransferData.Status = 1; - req.RequestUser.OutPacket(TransferPacket); - } - else - { - //more than one packet so split file up , for now it can't be bigger than 2000 bytes - TransferPacketPacket TransferPacket = new TransferPacketPacket(); - TransferPacket.TransferData.Packet = 0; - TransferPacket.TransferData.ChannelType = 2; - TransferPacket.TransferData.TransferID = req.TransferRequestID; - byte[] chunk = new byte[1000]; - Array.Copy(req.AssetInf.Data, chunk, 1000); - TransferPacket.TransferData.Data = chunk; - TransferPacket.TransferData.Status = 0; - req.RequestUser.OutPacket(TransferPacket); - - TransferPacket = new TransferPacketPacket(); - TransferPacket.TransferData.Packet = 1; - TransferPacket.TransferData.ChannelType = 2; - TransferPacket.TransferData.TransferID = req.TransferRequestID; - byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)]; - Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length); - TransferPacket.TransferData.Data = chunk1; - TransferPacket.TransferData.Status = 1; - req.RequestUser.OutPacket(TransferPacket); - } - - } - - //remove requests that have been completed - for (int i = 0; i < num; i++) - { - this.AssetRequests.RemoveAt(0); - } - - } - - public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset) - { - AssetInfo newAsset = new AssetInfo(); - newAsset.Data = new byte[sourceAsset.Data.Length]; - Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length); - newAsset.FullID = LLUUID.Random(); - newAsset.Type = sourceAsset.Type; - newAsset.InvType = sourceAsset.InvType; - return (newAsset); - } - #endregion - - #region Textures - /// - /// - /// - /// - /// - public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID) - { - //Console.WriteLine("texture request for " + imageID.ToStringHyphenated()); - //check to see if texture is in local cache, if not request from asset server - if (!this.Textures.ContainsKey(imageID)) - { - if (!this.RequestedTextures.ContainsKey(imageID)) - { - //not is cache so request from asset server - AssetRequest request = new AssetRequest(); - request.RequestUser = userInfo; - request.RequestAssetID = imageID; - request.IsTextureRequest = true; - this.RequestedTextures.Add(imageID, request); - this._assetServer.RequestAsset(imageID, true); - } - return; - } - - //Console.WriteLine("texture already in cache"); - TextureImage imag = this.Textures[imageID]; - AssetRequest req = new AssetRequest(); - req.RequestUser = userInfo; - req.RequestAssetID = imageID; - req.IsTextureRequest = true; - req.ImageInfo = imag; - - if (imag.Data.LongLength > 600) - { - //over 600 bytes so split up file - req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000; - } - else - { - req.NumPackets = 1; - } - this.TextureRequests.Add(req); - } - - public TextureImage CloneImage(LLUUID newOwner, TextureImage source) - { - TextureImage newImage = new TextureImage(); - newImage.Data = new byte[source.Data.Length]; - Array.Copy(source.Data, newImage.Data, source.Data.Length); - //newImage.filename = source.filename; - newImage.FullID = LLUUID.Random(); - newImage.Name = source.Name; - return (newImage); - } - #endregion - - private IAssetServer LoadAssetDll(string dllName) - { - Assembly pluginAssembly = Assembly.LoadFrom(dllName); - IAssetServer server = null; - - foreach (Type pluginType in pluginAssembly.GetTypes()) - { - if (pluginType.IsPublic) - { - if (!pluginType.IsAbstract) - { - Type typeInterface = pluginType.GetInterface("IAssetPlugin", true); - - if (typeInterface != null) - { - IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); - server = plug.GetAssetServer(); - break; - } - - typeInterface = null; - } - } - } - pluginAssembly = null; - return server; - } - - public class AssetRequest - { - public IClientAPI RequestUser; - public LLUUID RequestAssetID; - public AssetInfo AssetInf; - public TextureImage ImageInfo; - public LLUUID TransferRequestID; - public long DataPointer = 0; - public int NumPackets = 0; - public int PacketCounter = 0; - public bool IsTextureRequest; - //public bool AssetInCache; - //public int TimeRequested; - - public AssetRequest() - { - - } - } - - public class AssetInfo : AssetBase - { - public AssetInfo() - { - - } - - public AssetInfo(AssetBase aBase) - { - Data = aBase.Data; - FullID = aBase.FullID; - Type = aBase.Type; - InvType = aBase.InvType; - Name = aBase.Name; - Description = aBase.Description; - } - } - - public class TextureImage : AssetBase - { - public TextureImage() - { - - } - - public TextureImage(AssetBase aBase) - { - Data = aBase.Data; - FullID = aBase.FullID; - Type = aBase.Type; - InvType = aBase.InvType; - Name = aBase.Name; - Description = aBase.Description; - } - } - - public class TextureSender - { - public AssetRequest request; - public event DownloadComplete OnComplete; - Thread m_thread; - public TextureSender(AssetRequest req) - { - request = req; - //Console.WriteLine("creating worker thread for texture " + req.ImageInfo.FullID.ToStringHyphenated()); - //Console.WriteLine("texture data length is " + req.ImageInfo.Data.Length); - // Console.WriteLine("in " + req.NumPackets + " packets"); - //ThreadPool.QueueUserWorkItem(new WaitCallback(SendTexture), new object()); - - //need some sort of custom threadpool here, as using the .net one, overloads it and stops the handling of incoming packets etc - //but don't really want to create a thread for every texture download - m_thread = new Thread(new ThreadStart(SendTexture)); - m_thread.IsBackground = true; - m_thread.Start(); - } - - public void SendTexture() - { - //Console.WriteLine("starting to send sending texture " + request.ImageInfo.FullID.ToStringHyphenated()); - while (request.PacketCounter != request.NumPackets) - { - SendPacket(); - Thread.Sleep(500); - } - - //Console.WriteLine("finished sending texture " + request.ImageInfo.FullID.ToStringHyphenated()); - if (OnComplete != null) - { - OnComplete(this); - } - } - - public void SendPacket() - { - AssetRequest req = request; - // Console.WriteLine("sending " + req.ImageInfo.FullID); - - // if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005")) - if (req.PacketCounter == 0) - { - //first time for this request so send imagedata packet - if (req.NumPackets == 1) - { - //only one packet so send whole file - ImageDataPacket im = new ImageDataPacket(); - im.ImageID.Packets = 1; - im.ImageID.ID = req.ImageInfo.FullID; - im.ImageID.Size = (uint)req.ImageInfo.Data.Length; - im.ImageData.Data = req.ImageInfo.Data; - im.ImageID.Codec = 2; - req.RequestUser.OutPacket(im); - req.PacketCounter++; - //req.ImageInfo.l= time; - //System.Console.WriteLine("sent texture: " + req.ImageInfo.FullID); - // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated()); - } - else - { - //more than one packet so split file up - ImageDataPacket im = new ImageDataPacket(); - im.ImageID.Packets = (ushort)req.NumPackets; - im.ImageID.ID = req.ImageInfo.FullID; - im.ImageID.Size = (uint)req.ImageInfo.Data.Length; - im.ImageData.Data = new byte[600]; - Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600); - im.ImageID.Codec = 2; - req.RequestUser.OutPacket(im); - req.PacketCounter++; - //req.ImageInfo.last_used = time; - //System.Console.WriteLine("sent first packet of texture: - // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated()); - } - } - else - { - //Console.WriteLine("sending packet" + req.PacketCounter + "for " + req.ImageInfo.FullID.ToStringHyphenated()); - //send imagepacket - //more than one packet so split file up - ImagePacketPacket im = new ImagePacketPacket(); - im.ImageID.Packet = (ushort)req.PacketCounter; - im.ImageID.ID = req.ImageInfo.FullID; - int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1); - if (size > 1000) size = 1000; - im.ImageData.Data = new byte[size]; - Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size); - req.RequestUser.OutPacket(im); - req.PacketCounter++; - //req.ImageInfo.last_used = time; - //System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID); - } - - } - } - } -} - +/* +* Copyright (c) Contributors, http://www.openmetaverse.org/ +* See CONTRIBUTORS.TXT for a full list of copyright holders. +* +* Redistribution and use in source and binary forms, with or without +* modification, are permitted provided that the following conditions are met: +* * Redistributions of source code must retain the above copyright +* notice, this list of conditions and the following disclaimer. +* * Redistributions in binary form must reproduce the above copyright +* notice, this list of conditions and the following disclaimer in the +* documentation and/or other materials provided with the distribution. +* * Neither the name of the OpenSim Project nor the +* names of its contributors may be used to endorse or promote products +* derived from this software without specific prior written permission. +* +* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY +* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY +* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +* +*/ + +using System; +using System.Collections.Generic; +using System.Reflection; +using System.Threading; +using libsecondlife; +using libsecondlife.Packets; +using OpenSim.Framework.Interfaces; +using OpenSim.Framework.Types; + +namespace OpenSim.Region.Caches +{ + public delegate void DownloadComplete(AssetCache.TextureSender sender); + + /// + /// Manages local cache of assets and their sending to viewers. + /// + public class AssetCache : IAssetReceiver + { + public Dictionary Assets; + public Dictionary Textures; + + public List AssetRequests = new List(); //assets ready to be sent to viewers + public List TextureRequests = new List(); //textures ready to be sent + + public Dictionary RequestedAssets = new Dictionary(); //Assets requested from the asset server + public Dictionary RequestedTextures = new Dictionary(); //Textures requested from the asset server + + public Dictionary SendingTextures = new Dictionary(); + private IAssetServer _assetServer; + private Thread _assetCacheThread; + private LLUUID[] textureList = new LLUUID[5]; + + /// + /// + /// + public AssetCache(IAssetServer assetServer) + { + Console.WriteLine("Creating Asset cache"); + _assetServer = assetServer; + _assetServer.SetReceiver(this); + Assets = new Dictionary(); + Textures = new Dictionary(); + this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); + this._assetCacheThread.IsBackground = true; + this._assetCacheThread.Start(); + + } + + public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey) + { + Console.WriteLine("Creating Asset cache"); + _assetServer = this.LoadAssetDll(assetServerDLLName); + _assetServer.SetServerInfo(assetServerURL, assetServerKey); + _assetServer.SetReceiver(this); + Assets = new Dictionary(); + Textures = new Dictionary(); + this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); + this._assetCacheThread.IsBackground = true; + this._assetCacheThread.Start(); + + } + + /// + /// + /// + public void RunAssetManager() + { + while (true) + { + try + { + //Console.WriteLine("Asset cache loop"); + this.ProcessAssetQueue(); + this.ProcessTextureQueue(); + Thread.Sleep(500); + } + catch (Exception e) + { + Console.WriteLine(e.Message); + } + } + } + + public void LoadDefaultTextureSet() + { + //hack: so we can give each user a set of textures + textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001"); + textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002"); + textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003"); + textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004"); + textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005"); + + for (int i = 0; i < textureList.Length; i++) + { + this._assetServer.RequestAsset(textureList[i], true); + } + + } + + public AssetBase[] CreateNewInventorySet(LLUUID agentID) + { + AssetBase[] inventorySet = new AssetBase[this.textureList.Length]; + for (int i = 0; i < textureList.Length; i++) + { + if (this.Textures.ContainsKey(textureList[i])) + { + inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]); + TextureImage image = new TextureImage(inventorySet[i]); + this.Textures.Add(image.FullID, image); + this._assetServer.UploadNewAsset(image); //save the asset to the asset server + } + } + return inventorySet; + } + + public AssetBase GetAsset(LLUUID assetID) + { + AssetBase asset = null; + if (this.Textures.ContainsKey(assetID)) + { + asset = this.Textures[assetID]; + } + else if (this.Assets.ContainsKey(assetID)) + { + asset = this.Assets[assetID]; + } + return asset; + } + + public void AddAsset(AssetBase asset) + { + // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated()); + if (asset.Type == 0) + { + //Console.WriteLine("which is a texture"); + if (!this.Textures.ContainsKey(asset.FullID)) + { //texture + TextureImage textur = new TextureImage(asset); + this.Textures.Add(textur.FullID, textur); + this._assetServer.UploadNewAsset(asset); + } + } + else + { + if (!this.Assets.ContainsKey(asset.FullID)) + { + AssetInfo assetInf = new AssetInfo(asset); + this.Assets.Add(assetInf.FullID, assetInf); + this._assetServer.UploadNewAsset(asset); + } + } + } + + /// + /// + /// + private void ProcessTextureQueue() + { + if (this.TextureRequests.Count == 0) + { + //no requests waiting + return; + } + int num; + num = this.TextureRequests.Count; + + AssetRequest req; + for (int i = 0; i < num; i++) + { + req = (AssetRequest)this.TextureRequests[i]; + if (!this.SendingTextures.ContainsKey(req.ImageInfo.FullID)) + { + TextureSender sender = new TextureSender(req); + sender.OnComplete += this.TextureSent; + lock (this.SendingTextures) + { + this.SendingTextures.Add(req.ImageInfo.FullID, sender); + } + } + + } + + this.TextureRequests.Clear(); + } + + /// + /// Event handler, called by a TextureSender object to say that texture has been sent + /// + /// + public void TextureSent(TextureSender sender) + { + if (this.SendingTextures.ContainsKey(sender.request.ImageInfo.FullID)) + { + lock (this.SendingTextures) + { + this.SendingTextures.Remove(sender.request.ImageInfo.FullID); + } + } + } + + public void AssetReceived(AssetBase asset, bool IsTexture) + { + if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server + { + //check if it is a texture or not + //then add to the correct cache list + //then check for waiting requests for this asset/texture (in the Requested lists) + //and move those requests into the Requests list. + if (IsTexture) + { + TextureImage image = new TextureImage(asset); + this.Textures.Add(image.FullID, image); + if (this.RequestedTextures.ContainsKey(image.FullID)) + { + AssetRequest req = this.RequestedTextures[image.FullID]; + req.ImageInfo = image; + if (image.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + this.RequestedTextures.Remove(image.FullID); + this.TextureRequests.Add(req); + } + } + else + { + AssetInfo assetInf = new AssetInfo(asset); + this.Assets.Add(assetInf.FullID, assetInf); + if (this.RequestedAssets.ContainsKey(assetInf.FullID)) + { + AssetRequest req = this.RequestedAssets[assetInf.FullID]; + req.AssetInf = assetInf; + if (assetInf.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + this.RequestedAssets.Remove(assetInf.FullID); + this.AssetRequests.Add(req); + } + } + } + } + + public void AssetNotFound(AssetBase asset) + { + //the asset server had no knowledge of requested asset + + } + + #region Assets + /// + /// + /// + /// + /// + public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest) + { + LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0); + //check to see if asset is in local cache, if not we need to request it from asset server. + + if (!this.Assets.ContainsKey(requestID)) + { + //not found asset + // so request from asset server + if (!this.RequestedAssets.ContainsKey(requestID)) + { + AssetRequest request = new AssetRequest(); + request.RequestUser = userInfo; + request.RequestAssetID = requestID; + request.TransferRequestID = transferRequest.TransferInfo.TransferID; + this.RequestedAssets.Add(requestID, request); + this._assetServer.RequestAsset(requestID, false); + } + return; + } + //it is in our cache + AssetInfo asset = this.Assets[requestID]; + + //work out how many packets it should be sent in + // and add to the AssetRequests list + AssetRequest req = new AssetRequest(); + req.RequestUser = userInfo; + req.RequestAssetID = requestID; + req.TransferRequestID = transferRequest.TransferInfo.TransferID; + req.AssetInf = asset; + + if (asset.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + + this.AssetRequests.Add(req); + } + + /// + /// + /// + private void ProcessAssetQueue() + { + if (this.AssetRequests.Count == 0) + { + //no requests waiting + return; + } + int num; + + if (this.AssetRequests.Count < 5) + { + //lower than 5 so do all of them + num = this.AssetRequests.Count; + } + else + { + num = 5; + } + AssetRequest req; + for (int i = 0; i < num; i++) + { + req = (AssetRequest)this.AssetRequests[i]; + + TransferInfoPacket Transfer = new TransferInfoPacket(); + Transfer.TransferInfo.ChannelType = 2; + Transfer.TransferInfo.Status = 0; + Transfer.TransferInfo.TargetType = 0; + Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes(); + Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length; + Transfer.TransferInfo.TransferID = req.TransferRequestID; + req.RequestUser.OutPacket(Transfer); + + if (req.NumPackets == 1) + { + TransferPacketPacket TransferPacket = new TransferPacketPacket(); + TransferPacket.TransferData.Packet = 0; + TransferPacket.TransferData.ChannelType = 2; + TransferPacket.TransferData.TransferID = req.TransferRequestID; + TransferPacket.TransferData.Data = req.AssetInf.Data; + TransferPacket.TransferData.Status = 1; + req.RequestUser.OutPacket(TransferPacket); + } + else + { + //more than one packet so split file up , for now it can't be bigger than 2000 bytes + TransferPacketPacket TransferPacket = new TransferPacketPacket(); + TransferPacket.TransferData.Packet = 0; + TransferPacket.TransferData.ChannelType = 2; + TransferPacket.TransferData.TransferID = req.TransferRequestID; + byte[] chunk = new byte[1000]; + Array.Copy(req.AssetInf.Data, chunk, 1000); + TransferPacket.TransferData.Data = chunk; + TransferPacket.TransferData.Status = 0; + req.RequestUser.OutPacket(TransferPacket); + + TransferPacket = new TransferPacketPacket(); + TransferPacket.TransferData.Packet = 1; + TransferPacket.TransferData.ChannelType = 2; + TransferPacket.TransferData.TransferID = req.TransferRequestID; + byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)]; + Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length); + TransferPacket.TransferData.Data = chunk1; + TransferPacket.TransferData.Status = 1; + req.RequestUser.OutPacket(TransferPacket); + } + + } + + //remove requests that have been completed + for (int i = 0; i < num; i++) + { + this.AssetRequests.RemoveAt(0); + } + + } + + public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset) + { + AssetInfo newAsset = new AssetInfo(); + newAsset.Data = new byte[sourceAsset.Data.Length]; + Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length); + newAsset.FullID = LLUUID.Random(); + newAsset.Type = sourceAsset.Type; + newAsset.InvType = sourceAsset.InvType; + return (newAsset); + } + #endregion + + #region Textures + /// + /// + /// + /// + /// + public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID) + { + //Console.WriteLine("texture request for " + imageID.ToStringHyphenated()); + //check to see if texture is in local cache, if not request from asset server + if (!this.Textures.ContainsKey(imageID)) + { + if (!this.RequestedTextures.ContainsKey(imageID)) + { + //not is cache so request from asset server + AssetRequest request = new AssetRequest(); + request.RequestUser = userInfo; + request.RequestAssetID = imageID; + request.IsTextureRequest = true; + this.RequestedTextures.Add(imageID, request); + this._assetServer.RequestAsset(imageID, true); + } + return; + } + + //Console.WriteLine("texture already in cache"); + TextureImage imag = this.Textures[imageID]; + AssetRequest req = new AssetRequest(); + req.RequestUser = userInfo; + req.RequestAssetID = imageID; + req.IsTextureRequest = true; + req.ImageInfo = imag; + + if (imag.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + this.TextureRequests.Add(req); + } + + public TextureImage CloneImage(LLUUID newOwner, TextureImage source) + { + TextureImage newImage = new TextureImage(); + newImage.Data = new byte[source.Data.Length]; + Array.Copy(source.Data, newImage.Data, source.Data.Length); + //newImage.filename = source.filename; + newImage.FullID = LLUUID.Random(); + newImage.Name = source.Name; + return (newImage); + } + #endregion + + private IAssetServer LoadAssetDll(string dllName) + { + Assembly pluginAssembly = Assembly.LoadFrom(dllName); + IAssetServer server = null; + + foreach (Type pluginType in pluginAssembly.GetTypes()) + { + if (pluginType.IsPublic) + { + if (!pluginType.IsAbstract) + { + Type typeInterface = pluginType.GetInterface("IAssetPlugin", true); + + if (typeInterface != null) + { + IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); + server = plug.GetAssetServer(); + break; + } + + typeInterface = null; + } + } + } + pluginAssembly = null; + return server; + } + + public class AssetRequest + { + public IClientAPI RequestUser; + public LLUUID RequestAssetID; + public AssetInfo AssetInf; + public TextureImage ImageInfo; + public LLUUID TransferRequestID; + public long DataPointer = 0; + public int NumPackets = 0; + public int PacketCounter = 0; + public bool IsTextureRequest; + //public bool AssetInCache; + //public int TimeRequested; + + public AssetRequest() + { + + } + } + + public class AssetInfo : AssetBase + { + public AssetInfo() + { + + } + + public AssetInfo(AssetBase aBase) + { + Data = aBase.Data; + FullID = aBase.FullID; + Type = aBase.Type; + InvType = aBase.InvType; + Name = aBase.Name; + Description = aBase.Description; + } + } + + public class TextureImage : AssetBase + { + public TextureImage() + { + + } + + public TextureImage(AssetBase aBase) + { + Data = aBase.Data; + FullID = aBase.FullID; + Type = aBase.Type; + InvType = aBase.InvType; + Name = aBase.Name; + Description = aBase.Description; + } + } + + public class TextureSender + { + public AssetRequest request; + public event DownloadComplete OnComplete; + Thread m_thread; + public TextureSender(AssetRequest req) + { + request = req; + //Console.WriteLine("creating worker thread for texture " + req.ImageInfo.FullID.ToStringHyphenated()); + //Console.WriteLine("texture data length is " + req.ImageInfo.Data.Length); + // Console.WriteLine("in " + req.NumPackets + " packets"); + //ThreadPool.QueueUserWorkItem(new WaitCallback(SendTexture), new object()); + + //need some sort of custom threadpool here, as using the .net one, overloads it and stops the handling of incoming packets etc + //but don't really want to create a thread for every texture download + m_thread = new Thread(new ThreadStart(SendTexture)); + m_thread.IsBackground = true; + m_thread.Start(); + } + + public void SendTexture() + { + //Console.WriteLine("starting to send sending texture " + request.ImageInfo.FullID.ToStringHyphenated()); + while (request.PacketCounter != request.NumPackets) + { + SendPacket(); + Thread.Sleep(500); + } + + //Console.WriteLine("finished sending texture " + request.ImageInfo.FullID.ToStringHyphenated()); + if (OnComplete != null) + { + OnComplete(this); + } + } + + public void SendPacket() + { + AssetRequest req = request; + // Console.WriteLine("sending " + req.ImageInfo.FullID); + + // if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005")) + if (req.PacketCounter == 0) + { + //first time for this request so send imagedata packet + if (req.NumPackets == 1) + { + //only one packet so send whole file + ImageDataPacket im = new ImageDataPacket(); + im.ImageID.Packets = 1; + im.ImageID.ID = req.ImageInfo.FullID; + im.ImageID.Size = (uint)req.ImageInfo.Data.Length; + im.ImageData.Data = req.ImageInfo.Data; + im.ImageID.Codec = 2; + req.RequestUser.OutPacket(im); + req.PacketCounter++; + //req.ImageInfo.l= time; + //System.Console.WriteLine("sent texture: " + req.ImageInfo.FullID); + // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated()); + } + else + { + //more than one packet so split file up + ImageDataPacket im = new ImageDataPacket(); + im.ImageID.Packets = (ushort)req.NumPackets; + im.ImageID.ID = req.ImageInfo.FullID; + im.ImageID.Size = (uint)req.ImageInfo.Data.Length; + im.ImageData.Data = new byte[600]; + Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600); + im.ImageID.Codec = 2; + req.RequestUser.OutPacket(im); + req.PacketCounter++; + //req.ImageInfo.last_used = time; + //System.Console.WriteLine("sent first packet of texture: + // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated()); + } + } + else + { + //Console.WriteLine("sending packet" + req.PacketCounter + "for " + req.ImageInfo.FullID.ToStringHyphenated()); + //send imagepacket + //more than one packet so split file up + ImagePacketPacket im = new ImagePacketPacket(); + im.ImageID.Packet = (ushort)req.PacketCounter; + im.ImageID.ID = req.ImageInfo.FullID; + int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1); + if (size > 1000) size = 1000; + im.ImageData.Data = new byte[size]; + Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size); + req.RequestUser.OutPacket(im); + req.PacketCounter++; + //req.ImageInfo.last_used = time; + //System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID); + } + + } + } + } +} + diff --git a/OpenSim/Region/Caches/Properties/AssemblyInfo.cs b/OpenSim/Region/Caches/Properties/AssemblyInfo.cs index 8389415..4ba42b9 100644 --- a/OpenSim/Region/Caches/Properties/AssemblyInfo.cs +++ b/OpenSim/Region/Caches/Properties/AssemblyInfo.cs @@ -1,33 +1,33 @@ -using System.Reflection; -using System.Runtime.InteropServices; -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("OpenSim.Region.Caches")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("OpenSim.Region.Caches")] -[assembly: AssemblyCopyright("Copyright © 2007")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("2b15ddbf-0341-49a6-85c0-cece268a4518")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Revision and Build Numbers -// by using the '*' as shown below: -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] +using System.Reflection; +using System.Runtime.InteropServices; +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("OpenSim.Region.Caches")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("OpenSim.Region.Caches")] +[assembly: AssemblyCopyright("Copyright © 2007")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("2b15ddbf-0341-49a6-85c0-cece268a4518")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Revision and Build Numbers +// by using the '*' as shown below: +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] -- cgit v1.1