/* * 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.Threading; using System.Collections; using System.Collections.Generic; using System.Reflection; using OpenMetaverse; using OpenMetaverse.Imaging; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Services.Interfaces; using log4net; namespace OpenSim.Region.ClientStack.LindenUDP { public class LLImageManager { private sealed class J2KImageComparer : IComparer { public int Compare(J2KImage x, J2KImage y) { return x.m_requestedPriority.CompareTo(y.m_requestedPriority); } } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_shuttingdown = false; private long m_lastloopprocessed = 0; private LLClientView m_client; //Client we're assigned to private IAssetService m_assetCache; //Asset Cache private IJ2KDecoder m_j2kDecodeModule; //Our J2K module private C5.IntervalHeap m_priorityQueue = new C5.IntervalHeap(10, new J2KImageComparer()); public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule) { m_client = client; m_assetCache = pAssetCache; m_j2kDecodeModule = pJ2kDecodeModule; } public LLClientView Client { get { return m_client; } } public void EnqueueReq(TextureRequestArgs newRequest) { //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. //Make sure we're not shutting down.. if (!m_shuttingdown) { J2KImage imgrequest; // Do a linear search for this texture download lock (m_priorityQueue) m_priorityQueue.Find(delegate(J2KImage img) { return img.m_requestedUUID == newRequest.RequestedAssetID; }, out imgrequest); if (imgrequest != null) { if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f) { //m_log.Debug("[TEX]: (CAN) ID=" + newRequest.RequestedAssetID); try { lock (m_priorityQueue) m_priorityQueue.Delete(imgrequest.m_priorityQueueHandle); } catch (Exception) { } } else { //m_log.DebugFormat("[TEX]: (UPD) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); //Check the packet sequence to make sure this isn't older than //one we've already received if (newRequest.requestSequence > imgrequest.m_lastSequence) { //Update the sequence number of the last RequestImage packet imgrequest.m_lastSequence = newRequest.requestSequence; //Update the requested discard level imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; //Update the requested packet number imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; //Update the requested priority imgrequest.m_requestedPriority = newRequest.Priority; try { lock (m_priorityQueue) m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest); } catch (Exception) { imgrequest.m_priorityQueueHandle = null; lock (m_priorityQueue) m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); } //Run an update imgrequest.RunUpdate(); } } } else { if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f) { //m_log.DebugFormat("[TEX]: (IGN) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); } else { //m_log.DebugFormat("[TEX]: (NEW) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); imgrequest = new J2KImage(this); //Assign our decoder module imgrequest.m_j2kDecodeModule = m_j2kDecodeModule; //Assign our asset cache module imgrequest.m_assetCache = m_assetCache; //Assign the requested discard level imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; //Assign the requested packet number imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; //Assign the requested priority imgrequest.m_requestedPriority = newRequest.Priority; //Assign the asset uuid imgrequest.m_requestedUUID = newRequest.RequestedAssetID; //Assign the requested priority imgrequest.m_requestedPriority = newRequest.Priority; //Add this download to the priority queue lock (m_priorityQueue) m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); //Run an update imgrequest.RunUpdate(); } } } } public bool ProcessImageQueue(int count, int maxpack) { //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. // this can happen during Close() if (m_client == null) return false; int numCollected = 0; //Calculate our threshold int threshold; if (m_lastloopprocessed == 0) { if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null) return false; //This is decent for a semi fast machine, but we'll calculate it more accurately based on time below threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300; m_lastloopprocessed = DateTime.Now.Ticks; } else { double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond; throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current; //Average of 1000 bytes per packet throttleseconds = throttleseconds / 1000; //Safe-zone multiplier of 2.0 threshold = (int)(throttleseconds * 2.0); m_lastloopprocessed = DateTime.Now.Ticks; } if (m_client.PacketHandler == null) return false; if (m_client.PacketHandler.PacketQueue == null) return false; if (threshold < 10) threshold = 10; //Uncomment this to see what the texture stack is doing //m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.getQueueCount(ThrottleOutPacketType.Texture).ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString()); if (m_client.PacketHandler.PacketQueue.GetQueueCount(ThrottleOutPacketType.Texture) < threshold) { while (m_priorityQueue.Count > 0) { J2KImage imagereq = null; lock (m_priorityQueue) imagereq = m_priorityQueue.FindMax(); if (imagereq.m_decoded == true) { // we need to test this here now that we are dropping assets if (!imagereq.m_hasasset) { m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.m_requestedUUID); imagereq.RunUpdate(); continue; } ++numCollected; //SendPackets will send up to ten packets per cycle if (imagereq.SendPackets(m_client, maxpack)) { // Send complete. Destroy any knowledge of this transfer try { lock (m_priorityQueue) m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); } catch (Exception) { } } } if (numCollected == count) break; } } return m_priorityQueue.Count > 0; } //Faux destructor public void Close() { m_shuttingdown = true; m_j2kDecodeModule = null; m_assetCache = null; m_client = null; } } }