From 515bf6d7dcce10d5e32db489c0d6247bd3b2a615 Mon Sep 17 00:00:00 2001
From: Teravus Ovares
Date: Fri, 10 Apr 2009 08:30:21 +0000
Subject: * Patch from RemedyTomm Mantis 3440 * Revamps the server side texture
pipeline * Textures should load faster, get clogged less, and be less blurry
* Minor tweak to ensure the outgoing texture throttle stays private. * Fixes
mantis 3440
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 7 +-
.../Region/ClientStack/LindenUDP/LLImageManager.cs | 917 +++++++++------------
.../Region/ClientStack/LindenUDP/LLPacketQueue.cs | 14 +
OpenSim/Region/UserStatistics/WebStatsModule.cs | 15 +-
4 files changed, 442 insertions(+), 511 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 239c4b3..2c8474c 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4430,7 +4430,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// in the end, we dereference this, so we have to check if it's null
if (m_imageManager != null)
- m_imageManager.ProcessImageQueue(3);
+ m_imageManager.ProcessImageQueue(5);
return;
}
@@ -6041,7 +6041,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
case PacketType.RequestImage:
RequestImagePacket imageRequest = (RequestImagePacket)Pack;
//m_log.Debug("image request: " + Pack.ToString());
-
+
#region Packet Session and User Check
if (m_checkPackets)
{
@@ -6062,6 +6062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel;
args.PacketNumber = imageRequest.RequestImage[i].Packet;
args.Priority = imageRequest.RequestImage[i].DownloadPriority;
+ args.requestSequence = imageRequest.Header.Sequence;
//handlerTextureRequest = OnRequestTexture;
@@ -9114,7 +9115,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// in the end, we dereference this, so we have to check if it's null
if (m_imageManager != null )
- m_imageManager.ProcessImageQueue(3);
+ m_imageManager.ProcessImageQueue(10);
PacketPool.Instance.ReturnPacket(Pack);
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
index 0fb27d4..6bfab90 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
@@ -27,7 +27,6 @@
using System;
using System.Collections.Generic;
-using C5;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
@@ -38,642 +37,546 @@ using System.Reflection;
namespace OpenSim.Region.ClientStack.LindenUDP
{
- ///
- /// Client image priority + discardlevel sender/manager
- ///
public class LLImageManager
{
+
+ //Public interfaces:
+ //Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
+ //void EnqueueReq - (TextureRequestArgs)
+ //ProcessImageQueue
+ //Close
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private bool m_shuttingdown = false;
+
+ private LLClientView m_client; //Client we're assigned to
+ private IAssetCache m_assetCache; //Asset Cache
+ private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
- ///
- /// Priority Queue for images. Contains lots of data
- ///
- private readonly IPriorityQueue> pq = new IntervalHeap>();
-
- ///
- /// Dictionary of PriorityQueue handles by AssetId
- ///
- private readonly Dictionary>> PQHandles =
- new Dictionary>>();
-
- private LLClientView m_client;
- private readonly IAssetCache m_assetCache;
- private bool m_shuttingdown = false;
- private readonly IJ2KDecoder m_j2kDecodeModule;
-
- private readonly AssetBase MissingSubstitute;
-
- ///
- /// Client image priority + discardlevel sender/manager
- ///
- /// LLClientView of client
- /// The Asset retrieval system
- /// The Jpeg2000 Decoder
+ private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
+ private Dictionary m_imagestore; // Our main image storage dictionary
+ private SortedList m_priorities; // For fast image lookup based on priority
+ private Dictionary m_priorityresolver; //Enabling super fast assignment of images with the same priorities
+
+ private const double doubleMinimum = .0000001;
+ //Constructor
public LLImageManager(LLClientView client, IAssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
{
+
+ m_imagestore = new Dictionary();
+ m_priorities = new SortedList();
+ m_priorityresolver = new Dictionary();
m_client = client;
m_assetCache = pAssetCache;
if (pAssetCache != null)
- MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
+ m_missingsubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
m_j2kDecodeModule = pJ2kDecodeModule;
}
- ///
- /// Enqueues a texture request
- ///
- /// Request from the client to get a texture
- public void EnqueueReq(TextureRequestArgs req)
+ public void EnqueueReq(TextureRequestArgs newRequest)
{
- if (m_shuttingdown)
- return;
+ //newRequest is the properties of our new texture fetch request.
+ //Basically, here is where we queue up "new" requests..
+ // .. or modify existing requests to suit.
- //if (req.RequestType == 1) // avatar body texture!
- // return;
+ //Make sure we're not shutting down..
+ if (!m_shuttingdown)
+ {
- AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
- //if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
- //{
- // pq[PQHandles[req.RequestedAssetID]] -= 900000;
- //}
- //
- //if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
- //{
+ //Do we already know about this UUID?
+ if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
+ {
+ //Check the packet sequence to make sure this isn't older than
+ //one we've already received
- //}
+ J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
- pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
- pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
+ //if (newRequest.requestSequence > imgrequest.m_lastSequence)
+ //{
+ imgrequest.m_lastSequence = newRequest.requestSequence;
- lock (pq[PQHandles[req.RequestedAssetID]].data)
- pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
- }
+ //First of all, is this being killed?
+ if (newRequest.Priority == 0.0f && newRequest.DiscardLevel == -1)
+ {
+ //Remove the old priority
+ m_priorities.Remove(imgrequest.m_designatedPriorityKey);
+ m_imagestore.Remove(imgrequest.m_requestedUUID);
+ imgrequest = null;
+ }
+ else
+ {
- ///
- /// Callback for the asset system
- ///
- /// UUID of the asset that we have received
- /// AssetBase of the asset that we've received
- public void AssetDataCallback(UUID assetID, AssetBase asset)
- {
- if (m_shuttingdown)
- return;
- //m_log.Debug("AssetCallback for assetId" + assetID);
+ //Check the priority
+ double priority = imgrequest.m_requestedPriority;
+ if (priority != newRequest.Priority)
+ {
+ //Remove the old priority
+ m_priorities.Remove(imgrequest.m_designatedPriorityKey);
+ //Assign a new unique priority
+ imgrequest.m_requestedPriority = newRequest.Priority;
+ imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
+ }
- if (asset == null || asset.Data == null)
- {
- lock (pq)
- {
- //pq[PQHandles[assetID]].data.Missing = true;
- pq[PQHandles[assetID]].data.asset = MissingSubstitute;
- pq[PQHandles[assetID]].data.Missing = false;
+ //Update the requested discard level
+ imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
+
+ //Update the requested packet number
+ imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
+
+ //Run an update
+ imgrequest.RunUpdate();
+ }
+ //}
}
- }
- //else
+ else
+ {
+ J2KImage imgrequest = new J2KImage();
- pq[PQHandles[assetID]].data.asset = asset;
+ //Assign our missing substitute
+ imgrequest.m_MissingSubstitute = m_missingsubstitute;
- //lock (pq[PQHandles[assetID]].data)
- pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, pq[PQHandles[assetID]].data.CurrentPacket);
- }
+ //Assign our decoder module
+ imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
- ///
- /// Processes the image queue. Pops count elements off and processes them
- ///
- /// number of images to peek off the queue
- public void ProcessImageQueue(int count)
- {
- if (m_shuttingdown)
- return;
+ //Assign our asset cache module
+ imgrequest.m_assetCache = m_assetCache;
- IPriorityQueueHandle> h = null;
- for (int j = 0; j < count; j++)
- {
- lock (pq)
- {
- if (!pq.IsEmpty)
- {
- //peek off the top
- Prio process = pq.FindMax(out h);
+ //Assign a priority based on our request
+ imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
- // Do we have the Asset Data?
- if (!process.data.HasData)
- {
- // Did we request the asset data?
- if (!process.data.dataRequested)
- {
- m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
- pq[h].data.dataRequested = true;
- }
+ //Assign the requested discard level
+ imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
- // Is the asset missing?
- if (process.data.Missing)
- {
+ //Assign the requested packet number
+ imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
- //m_client.sendtextur
- pq[h] -= 90000;
- /*
- {
- OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
- new OpenMetaverse.Packets.ImageNotInDatabasePacket();
- imdback.ImageID =
- new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
- imdback.ImageID.ID = process.data.requestedUUID;
- m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
- }
- */
-
- // Substitute a blank image
- process.data.asset = MissingSubstitute;
- process.data.Missing = false;
-
- // If the priority is less then -4billion, the client has forgotten about it.
- if (pq[h] < -400000000)
- {
- RemoveItemFromQueue(pq[h].data.requestedUUID);
- continue;
- }
- }
- // Lower the priority to give the next image a chance
- pq[h] -= 100000;
- }
- else if (process.data.HasData)
- {
- // okay, we've got the data
- lock (process.data)
- {
- if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
- {
- process.data.J2KDecodeWaiting = true;
-
- // Do we have a jpeg decoder?
- if (m_j2kDecodeModule != null)
- {
- // Send it off to the jpeg decoder
- m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
- j2kDecodedCallback);
- }
- else
- {
- // no module, no layers, full resolution only
- j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
- }
- } // Are we waiting?
- else if (!process.data.J2KDecodeWaiting)
- {
- // Send more data at a time for higher discard levels
- bool done = false;
- for (int i = 0; i < (2*(process.data.DiscardLevel) + 1)*2; i++)
- if (!process.data.SendPacket(m_client))
- {
- done = true;
- pq[h] -= (500000*i);
- break;
- }
- if (!done)
- {
- for (int i = 0; i < (2 * (5- process.data.DiscardLevel) + 1) * 2; i++)
- if (!process.data.SendPacket(m_client))
- {
- done = true;
- pq[h] -= (500000 * i);
- break;
- }
- }
- }
- // If the priority is less then -4 billion, the client has forgotten about it, pop it off
- if (pq[h] < -400000000)
- {
- RemoveItemFromQueue(pq[h].data.requestedUUID);
- continue;
- }
- }
+ //Assign the requested priority
+ imgrequest.m_requestedPriority = newRequest.Priority;
- //pq[h] = process;
- }
+ //Assign the asset uuid
+ imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
- // uncomment the following line to see the upper most asset and the priority
- //m_log.Debug(process.ToString());
+ m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
+
+ //Run an update
+ imgrequest.RunUpdate();
- // Lower priority to give the next image a chance to bubble up
- pq[h] -= 50000;
- }
}
}
}
- ///
- /// Callback for when the image has been decoded
- ///
- /// The UUID of the Asset
- /// The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder
- public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
+ private double AssignPriority(UUID pAssetID, double pPriority)
{
- // are we shutting down? if so, end.
- if (m_shuttingdown)
- return;
-
- lock (PQHandles)
+
+ //First, find out if we can just assign directly
+ if (m_priorityresolver.ContainsKey((int)pPriority) == false)
{
- // Update our asset data
- if (PQHandles.ContainsKey(AssetId))
- {
- pq[PQHandles[AssetId]].data.Layers = layers;
- pq[PQHandles[AssetId]].data.J2KDecode = true;
- pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
- //lock (pq[PQHandles[AssetId]].data)
- pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
-
- // Send the first packet
- pq[PQHandles[AssetId]].data.SendPacket(m_client);
- }
+ m_priorities.Add((double)((int)pPriority), pAssetID);
+ m_priorityresolver.Add((int)pPriority, 0);
+ return (double)((int)pPriority);
}
- }
-
- ///
- /// This image has had a good life. It's now expired. Remove it off the queue
- ///
- /// UUID of asset to remove off the queue
- private void RemoveItemFromQueue(UUID AssetId)
- {
- lock (PQHandles)
+ else
{
- if (PQHandles.ContainsKey(AssetId))
- {
- IPriorityQueueHandle> h = PQHandles[AssetId];
- PQHandles.Remove(AssetId);
- pq.Delete(h);
- }
+ //Use the hash lookup goodness of a secondary dictionary to find a free slot
+ double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
+ m_priorities[mFreePriority] = pAssetID;
+ m_priorityresolver[(int)pPriority]++;
+ return mFreePriority;
}
- }
- ///
- /// Adds an image to the queue and update priority
- /// if the item is already in the queue, just update the priority
- ///
- /// UUID of the asset
- /// Priority to set
- private void AddQueueItem(UUID AssetId, int priority)
- {
- IPriorityQueueHandle> h = null;
- lock (PQHandles)
+ }
+
+ public void ProcessImageQueue(int count)
+ {
+
+ //Count is the number of textures we want to process in one go.
+ //As part of this class re-write, that number will probably rise
+ //since we're processing in a more efficient manner.
+
+ int numCollected = 0;
+ //First of all make sure our packet queue isn't above our threshold
+ if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < 200)
{
- if (PQHandles.ContainsKey(AssetId))
+
+ for (int x = m_priorities.Count - 1; x > -1; x--)
{
- h = PQHandles[AssetId];
- pq[h] = pq[h].SetPriority(priority);
+
+ J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
+ if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
+ {
- }
- else
- {
- J2KImage newreq = new J2KImage();
- newreq.requestedUUID = AssetId;
- pq.Add(ref h, new Prio(newreq, priority));
- PQHandles.Add(AssetId, h);
+ numCollected++;
+ //SendPackets will send up to ten packets per cycle
+ //m_log.Debug("Processing packet with priority of " + imagereq.m_designatedPriorityKey.ToString());
+ if (imagereq.SendPackets(m_client))
+ {
+ //Send complete
+ imagereq.m_completedSendAtCurrentDiscardLevel = true;
+ //Re-assign priority to bottom
+ //Remove the old priority
+ m_priorities.Remove(imagereq.m_designatedPriorityKey);
+ int lowest;
+ if (m_priorities.Count > 0)
+ {
+ lowest = (int)m_priorities.Keys[0];
+ lowest--;
+ }
+ else
+ {
+ lowest = -10000;
+ }
+ m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
+ imagereq.m_designatedPriorityKey = (double)lowest;
+ if (m_priorityresolver.ContainsKey((int)lowest))
+ {
+ m_priorityresolver[(int)lowest]++;
+ }
+ else
+ {
+ m_priorityresolver.Add((int)lowest, 0);
+ }
+ }
+ //m_log.Debug("...now has priority of " + imagereq.m_designatedPriorityKey.ToString());
+ if (numCollected == count)
+ {
+ break;
+ }
+ }
}
}
+
+
+
}
- ///
- /// Okay, we're ending. Clean up on isle 9
- ///
+ //Faux destructor
public void Close()
{
+
m_shuttingdown = true;
-
- lock (pq)
- {
- while (!pq.IsEmpty)
- {
- pq.DeleteMin();
- }
- }
-
- lock (PQHandles)
- PQHandles.Clear();
+ m_j2kDecodeModule = null;
+ m_assetCache = null;
m_client = null;
}
+
+
}
- ///
- /// Image Data for this send
- /// Encapsulates the image sending data and method
- ///
+ /*
+ *
+ * J2KImage
+ *
+ * We use this class to store image data and associated request data and attributes
+ *
+ *
+ *
+ */
+
public class J2KImage
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private AssetBase m_asset_ref = null;
- public volatile int LastPacketNum = 0;
- public volatile int DiscardLimit = 0;
- public volatile bool dataRequested = false;
+ public double m_designatedPriorityKey;
+ public double m_requestedPriority = 0.0d;
+ public uint m_lastSequence = 0;
+ public uint m_requestedPacketNumber;
+ public sbyte m_requestedDiscardLevel;
+ public UUID m_requestedUUID;
+ public IJ2KDecoder m_j2kDecodeModule;
+ public IAssetCache m_assetCache;
public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
-
- public const int FIRST_IMAGE_PACKET_SIZE = 600;
- public const int IMAGE_PACKET_SIZE = 1000;
-
- public volatile int DiscardLevel;
- public float Priority;
- public volatile int CurrentPacket = 1;
- public volatile int StopPacket;
- public bool Missing = false;
- public bool J2KDecode = false;
- public bool J2KDecodeWaiting = false;
-
- private volatile bool sendFirstPacket = true;
-
- // Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
- public UUID requestedUUID = UUID.Zero;
-
- public J2KImage(AssetBase asset)
+ public AssetBase m_MissingSubstitute = null;
+ public bool m_decoded = false;
+ public bool m_completedSendAtCurrentDiscardLevel;
+
+ private sbyte m_discardLevel=-1;
+ private uint m_packetNumber;
+ private bool m_decoderequested = false;
+ private bool m_hasasset = false;
+ private bool m_asset_requested = false;
+ private bool m_sentinfo = false;
+ private uint m_stopPacket = 0;
+ private const int cImagePacketSize = 1000;
+ private const int cFirstPacketSize = 600;
+ private AssetBase m_asset = null;
+
+
+ public uint m_pPacketNumber
{
- m_asset_ref = asset;
+ get { return m_packetNumber; }
}
-
- public J2KImage()
+ public uint m_pStopPacketNumber
{
-
+ get { return m_stopPacket; }
}
- public AssetBase asset
+ public byte[] Data
{
- set { m_asset_ref = value; }
+ get { return m_asset.Data; }
}
- // We make the asset a reference so that we don't duplicate the byte[]
- // it's read only anyway, so no worries here
- // we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
-
- ///
- /// ID of the AssetBase
- ///
- public UUID AssetId
+ public ushort TexturePacketCount()
{
- get { return m_asset_ref.FullID; }
+ if (!m_decoded)
+ return 0;
+ return (ushort)(((m_asset.Data.Length - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1);
}
- ///
- /// Asset Data
- ///
- public byte[] Data
+ public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
- get { return m_asset_ref.Data; }
+ Layers = layers;
+ m_decoded = true;
+ RunUpdate();
}
- ///
- /// Returns true if we have the asset
- ///
- public bool HasData
+ public void AssetDataCallback(UUID AssetID, AssetBase asset)
{
- get { return !(m_asset_ref == null); }
+ m_hasasset = true;
+ if (asset == null || asset.Data == null)
+ {
+ m_asset = m_MissingSubstitute;
+ }
+ else
+ {
+ m_asset = asset;
+ }
+ RunUpdate();
}
- ///
- /// Called from the PriorityQueue handle .ToString(). Prints data on this asset
- ///
- ///
- public override string ToString()
+ private int GetPacketForBytePosition(int bytePosition)
{
- return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
+ return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1;
}
-
- ///
- /// Returns the total number of packets needed to transfer this texture,
- /// including the first packet of size FIRST_IMAGE_PACKET_SIZE
- ///
- /// Total number of packets needed to transfer this texture
- public int TexturePacketCount()
+ public int LastPacketSize()
{
- if (!HasData)
- return 0;
- return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
+ if (m_packetNumber == 1)
+ return m_asset.Data.Length;
+ return (m_asset.Data.Length - cFirstPacketSize) % cImagePacketSize;
}
-
- ///
- /// Returns the current byte offset for this transfer, calculated from
- /// the CurrentPacket
- ///
- /// Current byte offset for this transfer
+
public int CurrentBytePosition()
{
- if (CurrentPacket == 0)
+ if (m_packetNumber == 0)
return 0;
- if (CurrentPacket == 1)
- return FIRST_IMAGE_PACKET_SIZE;
+ if (m_packetNumber == 1)
+ return cFirstPacketSize;
- int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
+ int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize;
if (result < 0)
{
- result = FIRST_IMAGE_PACKET_SIZE;
+ result = cFirstPacketSize;
}
return result;
}
-
- ///
- /// Returns the size, in bytes, of the last packet. This will be somewhere
- /// between 1 and IMAGE_PACKET_SIZE bytes
- ///
- /// Size of the last packet in the transfer
- public int LastPacketSize()
- {
- if (CurrentPacket == 1)
- return m_asset_ref.Data.Length;
- return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
- }
-
- ///
- /// Find the packet number that contains a given byte position
- ///
- /// Byte position
- /// Packet number that contains the given byte position
- int GetPacketForBytePosition(int bytePosition)
- {
- return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
- }
-
- ///
- /// Updates the Image sending limits based on the discard
- /// If we don't have any Layers, Send the full texture
- ///
- /// jpeg2000 discard level. 5-0
- /// Which packet to start from
- public void Update(int discardLevel, int packet)
+ public bool SendFirstPacket(LLClientView client)
{
- //Requests for 0 means that the client wants us to resend the whole image
- //Requests for -1 mean 'update priority but don't change discard level'
- if (packet == 0 || packet == -1)
- return;
-
- // Check if we've got layers
- if (Layers.Length > 0)
+ // Do we have less then 1 packet's worth of data?
+ if (m_asset.Data.Length <= cFirstPacketSize)
{
- DiscardLevel = Util.Clamp(discardLevel, 0, Layers.Length - 1);
- StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
- CurrentPacket = Util.Clamp(packet, 1, TexturePacketCount() - 1);
- // sendFirstPacket = true;
+ // Send only 1 packet
+ client.SendImageFirstPart(1, m_requestedUUID, (uint)m_asset.Data.Length, m_asset.Data, 2);
+ m_stopPacket = 0;
+ return true;
}
else
{
- // No layers, send full image
- DiscardLevel = 0;
- StopPacket = TexturePacketCount();
- CurrentPacket = Util.Clamp(packet, 1, TexturePacketCount() - 1);
- }
- }
-
- ///
- /// Sends a texture packet to the client.
- ///
- /// Client to send texture to
- /// true if a packet was sent, false if not
- public bool SendPacket(LLClientView client)
- {
- // If we've hit the end of the send or if the client set -1, return false.
- if (CurrentPacket > StopPacket || StopPacket == -1)
- return false;
-
- // The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
- // This packet only gets sent once unless we're restarting the transfer from 0!
- if (sendFirstPacket)
- {
- sendFirstPacket = false;
-
- // Do we have less then 1 packet's worth of data?
- if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
- {
- // Send only 1 packet
- client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
- CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
- return true;
+ byte[] firstImageData = new byte[cFirstPacketSize];
+ try
+ {
+ Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize);
+ client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_asset.Data.Length, firstImageData, 2);
}
- else
+ catch (Exception)
{
- // Send first packet
- byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
- try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
- catch (Exception)
- {
- m_log.Error(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
-
- //m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
- //m_cancel = true;
- //m_sending = false;
- return false;
- }
- client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
- ++CurrentPacket; // sets CurrentPacket to 1
+ m_log.Error("Texture block copy failed. Possibly out of memory?");
+ return true;
}
}
+ return false;
- // figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
- // we know that the total image size is greater then 1000 if we're here
- int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
-
- //if (imagePacketSize > 0)
- // imagePacketSize = IMAGE_PACKET_SIZE;
- //if (imagePacketSize != 1000)
- // m_log.Debug("ENdPacket");
- //m_log.Debug(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
-
- bool atEnd = false;
+ }
+ private bool SendPacket(LLClientView client)
+ {
+ bool complete = false;
+ int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize;
- // edge case
- if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset_ref.Data.Length)
+ if ((CurrentBytePosition() + cImagePacketSize) > m_asset.Data.Length)
{
imagePacketSize = LastPacketSize();
- atEnd = true;
- // edge case 2!
- if ((CurrentBytePosition() + imagePacketSize) > m_asset_ref.Data.Length)
+ complete=true;
+ if ((CurrentBytePosition() + imagePacketSize) > m_asset.Data.Length)
{
- imagePacketSize = m_asset_ref.Data.Length - CurrentBytePosition();
- atEnd = true;
+ imagePacketSize = m_asset.Data.Length - CurrentBytePosition();
+ complete = true;
}
}
+
+ //It's concievable that the client might request packet one
+ //from a one packet image, which is really packet 0,
+ //which would leave us with a negative imagePacketSize..
+ if (imagePacketSize > 0)
+ {
+ byte[] imageData = new byte[imagePacketSize];
+ try
+ {
+ Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
+ }
+ catch (Exception e)
+ {
+ m_log.Error("Error copying texture block. Out of memory? imagePacketSize was " + imagePacketSize.ToString() + " on packet " + m_packetNumber.ToString() + " out of " + m_stopPacket.ToString() + ". Exception: " + e.ToString());
+ return false;
+ }
- byte[] imageData = new byte[imagePacketSize];
- try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
- catch (Exception e)
+ //Send the packet
+ client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData);
+
+ }
+ if (complete)
{
- m_log.Error(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
- imageData.Length, imagePacketSize, CurrentPacket, StopPacket, TexturePacketCount()));
- m_log.Error(e.ToString());
- //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
- //m_cancel = true;
- //m_sending = false;
return false;
}
+ else
+ {
+ return true;
+ }
- // Send next packet to the client
- client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
- ++CurrentPacket;
+ }
+ public bool SendPackets(LLClientView client)
+ {
- if (atEnd)
- CurrentPacket = StopPacket + 1;
+ if (!m_completedSendAtCurrentDiscardLevel)
+ {
+ if (m_packetNumber <= m_stopPacket)
+ {
- return true;
- }
+ bool SendMore = true;
+ if (!m_sentinfo || (m_packetNumber == 0))
+ {
+ if (SendFirstPacket(client))
+ {
+ SendMore = false;
+ }
+ m_sentinfo = true;
+ m_packetNumber++;
+ }
- }
+ if (m_packetNumber < 2)
+ {
+ m_packetNumber = 2;
+ }
+
+ int count=0;
+ while (SendMore && count < 5 && m_packetNumber <= m_stopPacket)
+ {
+ count++;
+ SendMore = SendPacket(client);
+ m_packetNumber++;
+ }
+ if (m_packetNumber > m_stopPacket)
+ {
- ///
- /// Generic Priority Queue element
- /// Contains a Priority and a Reference type Data Element
- ///
- /// Reference type data element
- struct Prio : IComparable> where D : class
- {
- public D data;
- private int priority;
+ return true;
- public Prio(D data, int priority)
- {
- this.data = data;
- this.priority = priority;
- }
+ }
- public int CompareTo(Prio that)
- {
- return priority.CompareTo(that.priority);
- }
+ }
- public bool Equals(Prio that)
- {
- return priority == that.priority;
+ }
+ return false;
}
- public static Prio operator +(Prio tp, int delta)
+ public void RunUpdate()
{
- return new Prio(tp.data, tp.priority + delta);
- }
+ //This is where we decide what we need to update
+ //and assign the real discardLevel and packetNumber
+ //assuming of course that the connected client might be bonkers
- public static bool operator <(Prio tp, int check)
- {
- return (tp.priority < check);
- }
+ if (!m_hasasset)
+ {
- public static bool operator >(Prio tp, int check)
- {
- return (tp.priority > check);
- }
+ if (!m_asset_requested)
+ {
+ m_asset_requested = true;
+ m_assetCache.GetAsset(m_requestedUUID, AssetDataCallback, true);
- public static Prio operator -(Prio tp, int delta)
- {
- if (tp.priority - delta < 0)
- return new Prio(tp.data, tp.priority - delta);
+ }
+
+ }
else
- return new Prio(tp.data, 0);
- }
+ {
- public override String ToString()
- {
- return String.Format("{0}[{1}]", data, priority);
- }
- internal Prio SetPriority(int pPriority)
- {
- return new Prio(this.data, pPriority);
+ if (!m_decoded)
+ {
+ //We need to decode the requested image first
+ if (!m_decoderequested)
+ {
+ //Request decode
+ m_decoderequested = true;
+ // Do we have a jpeg decoder?
+ if (m_j2kDecodeModule != null)
+ {
+ // Send it off to the jpeg decoder
+ m_j2kDecodeModule.decode(m_requestedUUID, Data, J2KDecodedCallback);
+
+ }
+ else
+ {
+ J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
+ }
+ }
+
+ }
+ else
+ {
+
+
+ //discardLevel of -1 means just update the priority
+ if (m_requestedDiscardLevel != -1)
+ {
+
+ //Evaluate the discard level
+ //First, is it positive?
+ if (m_requestedDiscardLevel >= 0)
+ {
+ if (m_requestedDiscardLevel > Layers.Length - 1)
+ {
+ m_discardLevel = (sbyte)(Layers.Length - 1);
+ }
+ else
+ {
+ m_discardLevel = m_requestedDiscardLevel;
+ }
+
+ //Calculate the m_stopPacket
+ if (Layers.Length > 0)
+ {
+ m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End);
+ }
+ else
+ {
+ m_stopPacket = TexturePacketCount();
+ }
+ //Don't reset packet number unless we're waiting or it's ahead of us
+ if (m_completedSendAtCurrentDiscardLevel || m_requestedPacketNumber>m_packetNumber)
+ {
+ m_packetNumber = m_requestedPacketNumber;
+ }
+
+ if (m_packetNumber <= m_stopPacket)
+ {
+ m_completedSendAtCurrentDiscardLevel = false;
+ }
+
+ }
+
+ }
+ }
+ }
}
+
}
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs
index 6bfa864..ef1f34a 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs
@@ -82,6 +82,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
internal LLPacketThrottle AssetThrottle;
internal LLPacketThrottle TextureThrottle;
internal LLPacketThrottle TotalThrottle;
+
+ ///
+ /// The number of packets in the OutgoingPacketQueue
+ ///
+ ///
+ internal int TextureOutgoingPacketQueueCount
+ {
+ get
+ {
+ if (TextureOutgoingPacketQueue == null)
+ return 0;
+ return TextureOutgoingPacketQueue.Count;
+ }
+ }
// private long LastThrottle;
// private long ThrottleInterval;
diff --git a/OpenSim/Region/UserStatistics/WebStatsModule.cs b/OpenSim/Region/UserStatistics/WebStatsModule.cs
index 3b83cc2..cdbf1db 100644
--- a/OpenSim/Region/UserStatistics/WebStatsModule.cs
+++ b/OpenSim/Region/UserStatistics/WebStatsModule.cs
@@ -676,7 +676,20 @@ namespace OpenSim.Region.UserStatistics
{
m_log.Debug("INSERT");
updatecmd.CommandText = SQL_STATS_TABLE_INSERT;
- updatecmd.ExecuteNonQuery();
+ try
+ {
+ updatecmd.ExecuteNonQuery();
+ }
+ catch
+ (SqliteExecutionException)
+ {
+ m_log.Warn("[WEBSTATS]: failed to write stats to storage Execution Exception");
+ }
+ catch (SqliteSyntaxException)
+ {
+ m_log.Warn("[WEBSTATS]: failed to write stats to storage SQL Syntax Exception");
+ }
+
}
}
--
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