/* * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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 OpenMetaverse; using OpenMetaverse.Imaging; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; using log4net; using System.Reflection; namespace OpenSim.Region.ClientStack.LindenUDP { /// /// Stores information about a current texture download and a reference to the texture asset /// public class J2KImage { private const int IMAGE_PACKET_SIZE = 1000; private const int FIRST_PACKET_SIZE = 600; /// /// If we've requested an asset but not received it in this ticks timeframe, then allow a duplicate /// request from the client to trigger a fresh asset request. /// /// /// There are 10,000 ticks in a millisecond /// private const int ASSET_REQUEST_TIMEOUT = 100000000; private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public uint LastSequence; public float Priority; public uint StartPacket; public sbyte DiscardLevel; public UUID TextureID; public IJ2KDecoder J2KDecoder; public IAssetService AssetService; public UUID AgentID; public IInventoryAccessModule InventoryAccessModule; private OpenJPEG.J2KLayerInfo[] m_layers; /// /// Has this request decoded the asset data? /// public bool IsDecoded { get; private set; } /// /// Has this request received the required asset data? /// public bool HasAsset { get; private set; } /// /// Time in milliseconds at which the asset was requested. /// public long AssetRequestTime { get; private set; } public C5.IPriorityQueueHandle PriorityQueueHandle; private uint m_currentPacket; private bool m_decodeRequested; private bool m_assetRequested; private bool m_sentInfo; private uint m_stopPacket; private byte[] m_asset; private LLImageManager m_imageManager; public J2KImage(LLImageManager imageManager) { m_imageManager = imageManager; } /// /// Sends packets for this texture to a client until packetsToSend is /// hit or the transfer completes /// /// Reference to the client that the packets are destined for /// Maximum number of packets to send during this call /// Number of packets sent during this call /// True if the transfer completes at the current discard level, otherwise false public bool SendPackets(IClientAPI client, int packetsToSend, out int packetsSent) { packetsSent = 0; if (m_currentPacket <= m_stopPacket) { bool sendMore = true; if (!m_sentInfo || (m_currentPacket == 0)) { sendMore = !SendFirstPacket(client); m_sentInfo = true; ++m_currentPacket; ++packetsSent; } if (m_currentPacket < 2) { m_currentPacket = 2; } while (sendMore && packetsSent < packetsToSend && m_currentPacket <= m_stopPacket) { sendMore = SendPacket(client); ++m_currentPacket; ++packetsSent; } } return (m_currentPacket > m_stopPacket); } /// /// 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 void RunUpdate() { if (!HasAsset) { if (!m_assetRequested || DateTime.UtcNow.Ticks > AssetRequestTime + ASSET_REQUEST_TIMEOUT) { // m_log.DebugFormat( // "[J2KIMAGE]: Requesting asset {0} from request in packet {1}, already requested? {2}, due to timeout? {3}", // TextureID, LastSequence, m_assetRequested, DateTime.UtcNow.Ticks > AssetRequestTime + ASSET_REQUEST_TIMEOUT); m_assetRequested = true; AssetRequestTime = DateTime.UtcNow.Ticks; AssetService.Get(TextureID.ToString(), this, AssetReceived); } } else { if (!IsDecoded) { //We need to decode the requested image first if (!m_decodeRequested) { //Request decode m_decodeRequested = true; // m_log.DebugFormat("[J2KIMAGE]: Requesting decode of asset {0}", TextureID); // Do we have a jpeg decoder? if (J2KDecoder != null) { if (m_asset == null) { J2KDecodedCallback(TextureID, new OpenJPEG.J2KLayerInfo[0]); } else { // Send it off to the jpeg decoder J2KDecoder.BeginDecode(TextureID, m_asset, J2KDecodedCallback); } } else { J2KDecodedCallback(TextureID, new OpenJPEG.J2KLayerInfo[0]); } } } else { // Check for missing image asset data if (m_asset == null) { m_log.Warn("[J2KIMAGE]: RunUpdate() called with missing asset data (no missing image texture?). Canceling texture transfer"); m_currentPacket = m_stopPacket; return; } if (DiscardLevel >= 0 || m_stopPacket == 0) { // This shouldn't happen, but if it does, we really can't proceed if (m_layers == null) { m_log.Warn("[J2KIMAGE]: RunUpdate() called with missing Layers. Canceling texture transfer"); m_currentPacket = m_stopPacket; return; } int maxDiscardLevel = Math.Max(0, m_layers.Length - 1); // Treat initial texture downloads with a DiscardLevel of -1 a request for the highest DiscardLevel if (DiscardLevel < 0 && m_stopPacket == 0) DiscardLevel = (sbyte)maxDiscardLevel; // Clamp at the highest discard level DiscardLevel = (sbyte)Math.Min(DiscardLevel, maxDiscardLevel); //Calculate the m_stopPacket if (m_layers.Length > 0) { m_stopPacket = (uint)GetPacketForBytePosition(m_layers[(m_layers.Length - 1) - DiscardLevel].End); //I don't know why, but the viewer seems to expect the final packet if the file //is just one packet bigger. if (TexturePacketCount() == m_stopPacket + 1) { m_stopPacket = TexturePacketCount(); } } else { m_stopPacket = TexturePacketCount(); } m_currentPacket = StartPacket; } } } } private bool SendFirstPacket(IClientAPI client) { if (client == null) return false; if (m_asset == null) { client.SendImageNotFound(TextureID); return true; } else if (m_asset.Length <= FIRST_PACKET_SIZE) { // We have less then one packet's worth of data client.SendImageFirstPart(1, TextureID, (uint)m_asset.Length, m_asset, 2); m_stopPacket = 0; return true; } else { // This is going to be a multi-packet texture download byte[] firstImageData = new byte[FIRST_PACKET_SIZE]; try { Buffer.BlockCopy(m_asset, 0, firstImageData, 0, FIRST_PACKET_SIZE); } catch (Exception) { m_log.ErrorFormat("[J2KIMAGE]: Texture block copy for the first packet failed. textureid={0}, assetlength={1}", TextureID, m_asset.Length); return true; } client.SendImageFirstPart(TexturePacketCount(), TextureID, (uint)m_asset.Length, firstImageData, (byte)ImageCodec.J2C); } return false; } private bool SendPacket(IClientAPI client) { if (client == null) return false; bool complete = false; int imagePacketSize = ((int)m_currentPacket == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE; try { if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset.Length) { imagePacketSize = LastPacketSize(); complete = true; if ((CurrentBytePosition() + imagePacketSize) > m_asset.Length) { imagePacketSize = m_asset.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]; int currentPosition = CurrentBytePosition(); try { Buffer.BlockCopy(m_asset, currentPosition, imageData, 0, imagePacketSize); } catch (Exception e) { m_log.ErrorFormat("[J2KIMAGE]: Texture block copy for the first packet failed. textureid={0}, assetlength={1}, currentposition={2}, imagepacketsize={3}, exception={4}", TextureID, m_asset.Length, currentPosition, imagePacketSize, e.Message); return false; } //Send the packet client.SendImageNextPart((ushort)(m_currentPacket - 1), TextureID, imageData); } return !complete; } catch (Exception) { return false; } } private ushort TexturePacketCount() { if (!IsDecoded) return 0; if (m_asset == null) return 0; if (m_asset.Length <= FIRST_PACKET_SIZE) return 1; return (ushort)(((m_asset.Length - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1); } private int GetPacketForBytePosition(int bytePosition) { return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1; } private int LastPacketSize() { if (m_currentPacket == 1) return m_asset.Length; int lastsize = (m_asset.Length - FIRST_PACKET_SIZE) % IMAGE_PACKET_SIZE; //If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary if (lastsize == 0) { lastsize = IMAGE_PACKET_SIZE; } return lastsize; } private int CurrentBytePosition() { if (m_currentPacket == 0) return 0; if (m_currentPacket == 1) return FIRST_PACKET_SIZE; int result = FIRST_PACKET_SIZE + ((int)m_currentPacket - 2) * IMAGE_PACKET_SIZE; if (result < 0) result = FIRST_PACKET_SIZE; return result; } private void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers) { m_layers = layers; IsDecoded = true; RunUpdate(); } private void AssetDataCallback(UUID AssetID, AssetBase asset) { HasAsset = true; if (asset == null || asset.Data == null) { m_asset = null; IsDecoded = true; } else { m_asset = asset.Data; } RunUpdate(); } private void AssetReceived(string id, Object sender, AssetBase asset) { // m_log.DebugFormat( // "[J2KIMAGE]: Received asset {0} ({1} bytes)", id, asset != null ? asset.Data.Length.ToString() : "n/a"); UUID assetID = UUID.Zero; if (asset != null) { assetID = asset.FullID; } else if ((InventoryAccessModule != null) && (sender != InventoryAccessModule)) { // Unfortunately we need this here, there's no other way. // This is due to the fact that textures opened directly from the agent's inventory // don't have any distinguishing feature. As such, in order to serve those when the // foreign user is visiting, we need to try again after the first fail to the local // asset service. string assetServerURL = string.Empty; if (InventoryAccessModule.IsForeignUser(AgentID, out assetServerURL) && !string.IsNullOrEmpty(assetServerURL)) { if (!assetServerURL.EndsWith("/") && !assetServerURL.EndsWith("=")) assetServerURL = assetServerURL + "/"; // m_log.DebugFormat("[J2KIMAGE]: texture {0} not found in local asset storage. Trying user's storage.", assetServerURL + id); AssetService.Get(assetServerURL + id, InventoryAccessModule, AssetReceived); return; } } AssetDataCallback(assetID, asset); } } }