/*
* 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:
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* 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 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
* 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;
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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.Reflection;
using libsecondlife.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
{
///
/// A TextureSender handles the process of receiving a texture requested by the client from the
/// AssetCache, and then sending that texture back to the client.
///
public class TextureSender : ITextureSender
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Records the number of times texture send has been called.
///
public int counter = 0;
///
/// Holds the texture asset to send.
///
private AssetBase m_asset;
//public LLUUID assetID { get { return m_asset.FullID; } }
///
/// This is actually the number of extra packets required to send the texture data! We always assume
/// at least one is required.
///
private int NumPackets = 0;
///
/// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
/// at the 600th byte (0th indexed).
///
private int PacketCounter = 0;
// See ITextureSender
public bool Cancel
{
get { return false; }
set { m_cancel = value; }
}
private bool m_cancel = false;
// See ITextureSender
public bool Sending
{
get { return false; }
set { m_sending = value; }
}
private bool m_sending = false;
public bool ImageLoaded = false;
private IClientAPI RequestUser;
private int RequestedDiscardLevel = -1;
private uint StartPacketNumber = 0;
public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
{
RequestUser = client;
RequestedDiscardLevel = discardLevel;
StartPacketNumber = packetNumber;
}
///
/// Load up the texture data to send.
///
///
/// A
///
public void TextureReceived(AssetBase asset)
{
m_asset = asset;
NumPackets = CalculateNumPackets(asset.Data.Length);
PacketCounter = (int) StartPacketNumber;
ImageLoaded = true;
}
// See ITextureSender
public void UpdateRequest(int discardLevel, uint packetNumber)
{
RequestedDiscardLevel = discardLevel;
StartPacketNumber = packetNumber;
PacketCounter = (int) StartPacketNumber;
}
// See ITextureSender
public bool SendTexturePacket()
{
//m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
SendPacket();
counter++;
if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets/(RequestedDiscardLevel + 1)))))
{
return true;
}
return false;
}
///
/// Sends a texture packet to the client.
///
private void SendPacket()
{
if (PacketCounter <= NumPackets)
{
if (PacketCounter == 0)
{
if (NumPackets == 0)
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = 1;
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = m_asset.Data;
im.ImageID.Codec = 2;
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
else
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = (ushort) (NumPackets);
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
else
{
ImagePacketPacket im = new ImagePacketPacket();
im.Header.Reliable = false;
im.ImageID.Packet = (ushort) (PacketCounter);
im.ImageID.ID = m_asset.FullID;
int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
try
{
Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
}
catch (ArgumentOutOfRangeException)
{
m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
m_asset.FullID.ToString() );
return;
}
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
}
///
/// Calculate the number of packets that will be required to send the texture loaded into this sender
/// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
///
///
///
private int CalculateNumPackets(int length)
{
int numPackets = 0;
if (length > 600)
{
//over 600 bytes so split up file
int restData = (length - 600);
int restPackets = ((restData + 999)/1000);
numPackets = restPackets;
}
return numPackets;
}
}
}