/* * 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<J2KImage> { public int Compare(J2KImage x, J2KImage y) { return x.Priority.CompareTo(y.Priority); } } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private bool m_shuttingdown; private AssetBase m_missingImage; 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<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer()); private object m_syncRoot = new object(); private IHyperAssetService m_hyperAssets; public LLClientView Client { get { return m_client; } } public AssetBase MissingImage { get { return m_missingImage; } } public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule) { m_client = client; m_assetCache = pAssetCache; if (pAssetCache != null) m_missingImage = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f"); if (m_missingImage == null) m_log.Error("[ClientView] - Couldn't set missing image asset, falling back to missing image packet. This is known to crash the client"); m_j2kDecodeModule = pJ2kDecodeModule; m_hyperAssets = client.Scene.RequestModuleInterface<IHyperAssetService>(); } /// <summary> /// Handles an incoming texture request or update to an existing texture request /// </summary> /// <param name="newRequest"></param> public void EnqueueReq(TextureRequestArgs newRequest) { //Make sure we're not shutting down.. if (!m_shuttingdown) { J2KImage imgrequest; // Do a linear search for this texture download lock (m_syncRoot) m_priorityQueue.Find(delegate(J2KImage img) { return img.TextureID == 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_syncRoot) m_priorityQueue.Delete(imgrequest.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.LastSequence) { //Update the sequence number of the last RequestImage packet imgrequest.LastSequence = newRequest.requestSequence; //Update the requested discard level imgrequest.DiscardLevel = newRequest.DiscardLevel; //Update the requested packet number imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber); //Update the requested priority imgrequest.Priority = newRequest.Priority; UpdateImageInQueue(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); imgrequest.J2KDecoder = m_j2kDecodeModule; imgrequest.AssetService = m_assetCache; imgrequest.AgentID = m_client.AgentId; imgrequest.HyperAssets = m_hyperAssets; imgrequest.DiscardLevel = newRequest.DiscardLevel; imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber); imgrequest.Priority = newRequest.Priority; imgrequest.TextureID = newRequest.RequestedAssetID; imgrequest.Priority = newRequest.Priority; //Add this download to the priority queue AddImageToQueue(imgrequest); //Run an update imgrequest.RunUpdate(); } } } } public bool ProcessImageQueue(int packetsToSend) { int packetsSent = 0; while (packetsSent < packetsToSend) { J2KImage image = GetHighestPriorityImage(); // If null was returned, the texture priority queue is currently empty if (image == null) return false; if (image.IsDecoded) { int sent; bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent); packetsSent += sent; // If the send is complete, destroy any knowledge of this transfer if (imageDone) RemoveImageFromQueue(image); } else { // TODO: This is a limitation of how LLImageManager is currently // written. Undecoded textures should not be going into the priority // queue, because a high priority undecoded texture will clog up the // pipeline for a client return true; } } return m_priorityQueue.Count > 0; } /// <summary> /// Faux destructor /// </summary> public void Close() { m_shuttingdown = true; } #region Priority Queue Helpers J2KImage GetHighestPriorityImage() { J2KImage image = null; lock (m_syncRoot) { if (m_priorityQueue.Count > 0) { try { image = m_priorityQueue.FindMax(); } catch (Exception) { } } } return image; } void AddImageToQueue(J2KImage image) { image.PriorityQueueHandle = null; lock (m_syncRoot) try { m_priorityQueue.Add(ref image.PriorityQueueHandle, image); } catch (Exception) { } } void RemoveImageFromQueue(J2KImage image) { lock (m_syncRoot) try { m_priorityQueue.Delete(image.PriorityQueueHandle); } catch (Exception) { } } void UpdateImageInQueue(J2KImage image) { lock (m_syncRoot) { try { m_priorityQueue.Replace(image.PriorityQueueHandle, image); } catch (Exception) { image.PriorityQueueHandle = null; m_priorityQueue.Add(ref image.PriorityQueueHandle, image); } } } #endregion Priority Queue Helpers } }