/*
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*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* 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
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* 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.Threading;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Console;
using OpenSim.Framework.Statistics;
namespace OpenSim.Framework.Communications.Cache
{
public delegate void AssetRequestCallback(LLUUID assetID, AssetBase asset);
///
/// 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 RequestLists = new Dictionary();
private readonly IAssetServer m_assetServer;
private readonly Thread m_assetCacheThread;
private readonly LogBase m_log;
///
///
///
public AssetCache(IAssetServer assetServer, LogBase log)
{
log.Verbose("ASSETSTORAGE", "Creating Asset cache");
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
Assets = new Dictionary();
Textures = new Dictionary();
m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
m_assetCacheThread.IsBackground = true;
m_assetCacheThread.Start();
m_log = log;
}
///
///
///
public void RunAssetManager()
{
while (true)
{
try
{
ProcessAssetQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
m_log.Error("ASSETCACHE", e.ToString());
}
}
}
///
/// Only get an asset if we already have it in the cache.
///
///
///
private AssetBase GetCachedAsset(LLUUID assetID)
{
AssetBase asset = null;
if (Textures.ContainsKey(assetID))
{
asset = Textures[assetID];
}
else if (Assets.ContainsKey(assetID))
{
asset = Assets[assetID];
}
return asset;
}
public void GetAsset(LLUUID assetID, AssetRequestCallback callback)
{
AssetBase asset = null;
if (Textures.ContainsKey(assetID))
{
asset = Textures[assetID];
}
else if (Assets.ContainsKey(assetID))
{
asset = Assets[assetID];
}
if (asset != null)
{
callback(assetID, asset);
}
else
{
NewAssetRequest req = new NewAssetRequest(assetID, callback);
if (RequestLists.ContainsKey(assetID))
{
lock (RequestLists)
{
RequestLists[assetID].Requests.Add(req);
}
}
else
{
AssetRequestsList reqList = new AssetRequestsList(assetID);
reqList.Requests.Add(req);
lock (RequestLists)
{
RequestLists.Add(assetID, reqList);
}
}
m_assetServer.RequestAsset(assetID, false);
}
}
///
/// Get an asset. If the asset isn't in the cache, a request will be made to the persistent store to
/// load it into the cache.
///
/// XXX We'll keep polling the cache until we get the asset or we exceed
/// the allowed number of polls. This isn't a very good way of doing things since a single thread
/// is processing inbound packets, so if the asset server is slow, we could block this for up to
/// the timeout period. What we might want to do is register asynchronous callbacks on asset
/// receipt in the same manner as the nascent (but not yet active) TextureDownloadModule. Of course,
/// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
/// asset is much more likely to have made it into the cache.
///
///
///
/// null if the asset could not be retrieved
public AssetBase GetAsset(LLUUID assetID, bool isTexture)
{
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
// packets from the client.
int pollPeriod = 200;
int maxPolls = 15;
AssetBase asset = GetCachedAsset(assetID);
if (asset != null)
{
return asset;
}
m_assetServer.RequestAsset(assetID, isTexture);
do
{
Thread.Sleep(pollPeriod);
asset = GetCachedAsset(assetID);
if (asset != null)
{
return asset;
}
} while (--maxPolls > 0);
MainLog.Instance.Warn(
"ASSETCACHE", "Asset {0} was not received before the retrieval timeout was reached");
return null;
}
///
/// Add an asset to both the persistent store and the cache.
///
///
public void AddAsset(AssetBase asset)
{
string temporary = asset.Temporary ? "temporary" : String.Empty;
string type = asset.Type == 0 ? "texture" : "asset";
string result = "Ignored";
if (asset.Type == 0)
{
if (Textures.ContainsKey(asset.FullID))
{
result = "Duplicate ignored.";
}
else
{
TextureImage textur = new TextureImage(asset);
Textures.Add(textur.FullID, textur);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddTexture(textur);
if (asset.Temporary)
{
result = "Added to cache";
}
else
{
m_assetServer.StoreAndCommitAsset(asset);
result = "Added to server";
}
}
}
else
{
if (Assets.ContainsKey(asset.FullID))
{
result = "Duplicate ignored.";
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAsset(assetInf);
if (asset.Temporary)
{
result = "Added to cache";
}
else
{
m_assetServer.StoreAndCommitAsset(asset);
result = "Added to server";
}
}
}
m_log.Verbose("ASSETCACHE", "Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
}
public void DeleteAsset(LLUUID assetID)
{
// this.m_assetServer.DeleteAsset(assetID);
//Todo should delete it from memory too
}
public AssetBase CopyAsset(LLUUID assetID)
{
AssetBase asset = GetCachedAsset(assetID);
if (asset == null)
return null;
asset.FullID = LLUUID.Random(); // TODO: check for conflicts
AddAsset(asset);
return asset;
}
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)
{
//Console.WriteLine("asset received from asset server");
TextureImage image = new TextureImage(asset);
if (!Textures.ContainsKey(image.FullID))
{
Textures.Add(image.FullID, image);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddTexture(image);
if (RequestedTextures.ContainsKey(image.FullID))
{
AssetRequest req = RequestedTextures[image.FullID];
req.ImageInfo = image;
req.NumPackets = CalculateNumPackets(image.Data);
RequestedTextures.Remove(image.FullID);
TextureRequests.Add(req);
}
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
if (!Assets.ContainsKey(assetInf.FullID))
{
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAsset(assetInf);
if (RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
req.NumPackets = CalculateNumPackets(assetInf.Data);
RequestedAssets.Remove(assetInf.FullID);
AssetRequests.Add(req);
}
}
}
if (RequestLists.ContainsKey(asset.FullID))
{
AssetRequestsList reqList = RequestLists[asset.FullID];
foreach (NewAssetRequest req in reqList.Requests)
{
req.Callback(asset.FullID, asset);
}
lock (RequestLists)
{
RequestLists.Remove(asset.FullID);
reqList.Requests.Clear();
}
}
}
}
public void AssetNotFound(LLUUID assetID)
{
//if (this.RequestedTextures.ContainsKey(assetID))
//{
// MainLog.Instance.Warn("ASSET CACHE", "sending image not found for {0}", assetID);
// AssetRequest req = this.RequestedTextures[assetID];
// ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket();
// notFound.ImageID.ID = assetID;
// req.RequestUser.OutPacket(notFound);
// this.RequestedTextures.Remove(assetID);
//}
//else
//{
// MainLog.Instance.Error("ASSET CACHE", "Cound not send image not found for {0}", assetID);
//}
}
private int CalculateNumPackets(byte[] data)
{
const uint m_maxPacketSize = 600;
int numPackets = 1;
if (data.LongLength > m_maxPacketSize)
{
// over max number of bytes so split up file
long restData = data.LongLength - m_maxPacketSize;
int restPackets = (int) ((restData + m_maxPacketSize - 1)/m_maxPacketSize);
numPackets += restPackets;
}
return numPackets;
}
#region Assets
///
///
///
///
///
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = null;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//check to see if asset is in local cache, if not we need to request it from asset server.
//Console.WriteLine("asset request " + requestID);
if (!Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
if (!RequestedAssets.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
RequestedAssets.Add(requestID, request);
m_assetServer.RequestAsset(requestID, false);
}
return;
}
//it is in our cache
AssetInfo asset = Assets[requestID];
// add to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetRequestSource = source;
req.Params = transferRequest.TransferInfo.Params;
req.AssetInf = asset;
req.NumPackets = CalculateNumPackets(asset.Data);
AssetRequests.Add(req);
}
///
///
///
private void ProcessAssetQueue()
{
//should move the asset downloading to a module, like has been done with texture downloading
if (AssetRequests.Count == 0)
{
//no requests waiting
return;
}
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest) AssetRequests[i];
//Console.WriteLine("sending asset " + req.RequestAssetID);
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
if (req.AssetRequestSource == 2)
{
Transfer.TransferInfo.Params = new byte[20];
Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
int assType = (int) req.AssetInf.Type;
Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
}
else if (req.AssetRequestSource == 3)
{
Transfer.TransferInfo.Params = req.Params;
// Transfer.TransferInfo.Params = new byte[100];
//Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
//Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
}
Transfer.TransferInfo.Size = (int) req.AssetInf.Data.Length;
Transfer.TransferInfo.TransferID = req.TransferRequestID;
req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset);
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, ThrottleOutPacketType.Asset);
}
else
{
int processedLength = 0;
// libsecondlife hardcodes 1500 as the maximum data chunk size
int maxChunkSize = 1500;
int packetNumber = 0;
while (processedLength < req.AssetInf.Data.Length)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = packetNumber;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize);
byte[] chunk = new byte[chunkSize];
Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length);
TransferPacket.TransferData.Data = chunk;
// 0 indicates more packets to come, 1 indicates last packet
if (req.AssetInf.Data.Length - processedLength > maxChunkSize)
{
TransferPacket.TransferData.Status = 0;
}
else
{
TransferPacket.TransferData.Status = 1;
}
req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
processedLength += chunkSize;
packetNumber++;
}
}
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
AssetRequests.RemoveAt(0);
}
}
#endregion
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 byte AssetRequestSource = 2;
public byte[] Params = null;
//public bool AssetInCache;
//public int TimeRequested;
public int DiscardLevel = -1;
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 AssetRequestsList
{
public LLUUID AssetID;
public List Requests = new List();
public AssetRequestsList(LLUUID assetID)
{
AssetID = assetID;
}
}
public class NewAssetRequest
{
public LLUUID AssetID;
public AssetRequestCallback Callback;
public NewAssetRequest(LLUUID assetID, AssetRequestCallback callback)
{
AssetID = assetID;
Callback = callback;
}
}
}
}