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authorJohn Hurliman2009-10-01 17:42:13 -0700
committerJohn Hurliman2009-10-01 17:42:13 -0700
commit6e0c79b8fe76c7d2c983cb7b258a75a3300e78f2 (patch)
tree0de3c250460102fc59e9373e4bb33de2afc5ef3a
parentFixing LLClientView memory leak (diff)
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* Rewrote LLImageManager to use a real priority queue and hold minimal state
* Rewrote the logic in J2KImage.RunUpdate() * Added a default avatar texture (I made it myself)
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs455
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs324
-rw-r--r--OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs1
-rw-r--r--bin/assets/TexturesAssetSet/TexturesAssetSet.xml7
-rw-r--r--bin/assets/TexturesAssetSet/default_avatar.jp2bin0 -> 36044 bytes
5 files changed, 338 insertions, 449 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index d86b123..1448722 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -38,44 +38,37 @@ using System.Reflection;
38namespace OpenSim.Region.ClientStack.LindenUDP 38namespace OpenSim.Region.ClientStack.LindenUDP
39{ 39{
40 /// <summary> 40 /// <summary>
41 /// We use this class to store image data and associated request data and attributes 41 /// Stores information about a current texture download and a reference to the texture asset
42 /// </summary> 42 /// </summary>
43 public class J2KImage 43 public class J2KImage
44 { 44 {
45 private const int IMAGE_PACKET_SIZE = 1000;
46 private const int FIRST_PACKET_SIZE = 600;
47
45 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 49
47 public double m_designatedPriorityKey; 50 public uint m_lastSequence;
48 public double m_requestedPriority = 0.0d; 51 public float m_requestedPriority;
49 public uint m_lastSequence = 0;
50 public uint m_requestedPacketNumber; 52 public uint m_requestedPacketNumber;
51 public sbyte m_requestedDiscardLevel; 53 public sbyte m_requestedDiscardLevel;
52 public UUID m_requestedUUID; 54 public UUID m_requestedUUID;
53 public IJ2KDecoder m_j2kDecodeModule; 55 public IJ2KDecoder m_j2kDecodeModule;
54 public IAssetService m_assetCache; 56 public IAssetService m_assetCache;
55 public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0]; 57 public OpenJPEG.J2KLayerInfo[] m_layers;
56 public AssetBase m_MissingSubstitute = null; 58 public bool m_decoded;
57 public bool m_decoded = false; 59 public bool m_hasasset;
58 public bool m_completedSendAtCurrentDiscardLevel; 60 public C5.IPriorityQueueHandle<J2KImage> m_priorityQueueHandle;
59 61
60 private sbyte m_discardLevel=-1;
61 private uint m_packetNumber; 62 private uint m_packetNumber;
62 private bool m_decoderequested = false; 63 private bool m_decoderequested;
63 public bool m_hasasset = false; 64 private bool m_asset_requested;
64 private bool m_asset_requested = false; 65 private bool m_sentinfo;
65 private bool m_sentinfo = false; 66 private uint m_stopPacket;
66 private uint m_stopPacket = 0; 67 private AssetBase m_asset;
67 private const int cImagePacketSize = 1000; 68 private int m_assetDataLength;
68 private const int cFirstPacketSize = 600; 69 private LLImageManager m_imageManager;
69
70 private AssetBase m_asset = null;
71 private int m_assetDataLength = 0;
72
73 private LLImageManager m_image;
74 70
75 public J2KImage(LLImageManager image) 71 #region Properties
76 {
77 m_image = image;
78 }
79 72
80 public uint m_pPacketNumber 73 public uint m_pPacketNumber
81 { 74 {
@@ -88,10 +81,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
88 81
89 public byte[] Data 82 public byte[] Data
90 { 83 {
91 get 84 get
92 { 85 {
93 if (m_asset != null) 86 if (m_asset != null)
94 return m_asset.Data; 87 return m_asset.Data;
95 else 88 else
96 return null; 89 return null;
97 } 90 }
@@ -101,9 +94,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
101 { 94 {
102 if (!m_decoded) 95 if (!m_decoded)
103 return 0; 96 return 0;
97
104 try 98 try
105 { 99 {
106 return (ushort)(((m_assetDataLength - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1); 100 return (ushort)(((m_assetDataLength - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1);
107 } 101 }
108 catch (Exception) 102 catch (Exception)
109 { 103 {
@@ -114,127 +108,145 @@ namespace OpenSim.Region.ClientStack.LindenUDP
114 } 108 }
115 } 109 }
116 110
117 public void DropAsset() 111 #endregion Properties
118 {
119 //m_log.WarnFormat("[LLIMAGE MANAGER]: Dropping texture asset {0}", m_requestedUUID);
120 m_asset = null;
121 m_hasasset = false;
122 m_asset_requested = false;
123 }
124 112
125 public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers) 113 public J2KImage(LLImageManager imageManager)
126 { 114 {
127 m_image.m_outstandingtextures++; 115 m_imageManager = imageManager;
128 Layers = layers;
129 m_decoded = true;
130 RunUpdate();
131 } 116 }
132 117
133 public void AssetDataCallback(UUID AssetID, AssetBase asset) 118 public bool SendPackets(LLClientView client, int maxpack)
134 { 119 {
135 m_hasasset = true; 120 if (m_packetNumber <= m_stopPacket)
136 if (asset == null || asset.Data == null)
137 {
138 m_asset = m_MissingSubstitute;
139 }
140 else
141 { 121 {
142 m_asset = asset; 122 bool SendMore = true;
143 } 123 if (!m_sentinfo || (m_packetNumber == 0))
144 124 {
145 m_assetDataLength = m_asset.Data.Length; 125 if (SendFirstPacket(client))
146 126 {
147 RunUpdate(); 127 SendMore = false;
148 } 128 }
149 129 m_sentinfo = true;
150 protected void AssetReceived(string id, Object sender, AssetBase asset) 130 m_packetNumber++;
151 { 131 }
152 UUID assetID = UUID.Zero; 132 // bool ignoreStop = false;
153 if (asset != null) 133 if (m_packetNumber < 2)
154 assetID = asset.FullID; 134 {
155 135 m_packetNumber = 2;
156 AssetDataCallback(assetID, asset); 136 }
157
158 }
159 137
160 private int GetPacketForBytePosition(int bytePosition) 138 int count = 0;
161 { 139 while (SendMore && count < maxpack && m_packetNumber <= m_stopPacket)
162 return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1; 140 {
163 } 141 count++;
142 SendMore = SendPacket(client);
143 m_packetNumber++;
144 }
164 145
165 public int LastPacketSize() 146 if (m_packetNumber > m_stopPacket)
166 { 147 return true;
167 if (m_packetNumber == 1)
168 return m_assetDataLength;
169 int lastsize = (m_assetDataLength - cFirstPacketSize) % cImagePacketSize;
170 //If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
171 if (lastsize == 0)
172 {
173 lastsize = cImagePacketSize;
174 } 148 }
175 return lastsize;
176 }
177
178 public int CurrentBytePosition()
179 {
180 if (m_packetNumber == 0)
181 return 0;
182 if (m_packetNumber == 1)
183 return cFirstPacketSize;
184 149
185 int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize; 150 return false;
186 if (result < 0)
187 {
188 result = cFirstPacketSize;
189 }
190 return result;
191 } 151 }
192 152
193 public bool SendFirstPacket(LLClientView client) 153 public void RunUpdate()
194 { 154 {
195 // this means we don't have 155 //This is where we decide what we need to update
196 if (Data == null) 156 //and assign the real discardLevel and packetNumber
197 { 157 //assuming of course that the connected client might be bonkers
198 client.SendImageNotFound(m_requestedUUID); 158
199 m_log.WarnFormat("[TEXTURE]: Got null Data element on a asset {0}.. and the missing image Data property is al", m_requestedUUID); 159 if (!m_hasasset)
200 return true;
201 }
202 // Do we have less then 1 packet's worth of data?
203 else if (m_assetDataLength <= cFirstPacketSize)
204 { 160 {
205 // Send only 1 packet 161 if (!m_asset_requested)
206 client.SendImageFirstPart(1, m_requestedUUID, (uint)m_assetDataLength, m_asset.Data, 2); 162 {
207 m_stopPacket = 0; 163 m_asset_requested = true;
208 return true; 164 m_assetCache.Get(m_requestedUUID.ToString(), this, AssetReceived);
165 }
209 } 166 }
210 else 167 else
211 { 168 {
212 byte[] firstImageData = new byte[cFirstPacketSize]; 169 if (!m_decoded)
213 try 170 {
214 { 171 //We need to decode the requested image first
215 Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize); 172 if (!m_decoderequested)
216 client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_assetDataLength, firstImageData, 2); 173 {
174 //Request decode
175 m_decoderequested = true;
176 // Do we have a jpeg decoder?
177 if (m_j2kDecodeModule != null)
178 {
179 if (Data == null)
180 {
181 J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
182 }
183 else
184 {
185 // Send it off to the jpeg decoder
186 m_j2kDecodeModule.BeginDecode(m_requestedUUID, Data, J2KDecodedCallback);
187 }
188
189 }
190 else
191 {
192 J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
193 }
194 }
217 } 195 }
218 catch (Exception) 196 else
219 { 197 {
220 m_log.Error("Texture block copy failed. Possibly out of memory?"); 198 // Check for missing image asset data
221 return true; 199 if (m_asset == null || m_asset.Data == null)
200 {
201 // FIXME:
202 m_packetNumber = m_stopPacket;
203 return;
204 }
205
206 if (m_requestedDiscardLevel >= 0 || m_stopPacket == 0)
207 {
208 int maxDiscardLevel = Math.Max(0, m_layers.Length - 1);
209
210 // Treat initial texture downloads with a DiscardLevel of -1 a request for the highest DiscardLevel
211 if (m_requestedDiscardLevel < 0 && m_stopPacket == 0)
212 m_requestedDiscardLevel = (sbyte)maxDiscardLevel;
213
214 // Clamp at the highest discard level
215 m_requestedDiscardLevel = (sbyte)Math.Min(m_requestedDiscardLevel, maxDiscardLevel);
216
217 //Calculate the m_stopPacket
218 if (m_layers.Length > 0)
219 {
220 m_stopPacket = (uint)GetPacketForBytePosition(m_layers[(m_layers.Length - 1) - m_requestedDiscardLevel].End);
221 //I don't know why, but the viewer seems to expect the final packet if the file
222 //is just one packet bigger.
223 if (TexturePacketCount() == m_stopPacket + 1)
224 {
225 m_stopPacket = TexturePacketCount();
226 }
227 }
228 else
229 {
230 m_stopPacket = TexturePacketCount();
231 }
232
233 m_packetNumber = m_requestedPacketNumber;
234 }
222 } 235 }
223 } 236 }
224 return false;
225 } 237 }
226 238
227 private bool SendPacket(LLClientView client) 239 private bool SendPacket(LLClientView client)
228 { 240 {
229 bool complete = false; 241 bool complete = false;
230 int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize; 242 int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
231 243
232 try 244 try
233 { 245 {
234 if ((CurrentBytePosition() + cImagePacketSize) > m_assetDataLength) 246 if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_assetDataLength)
235 { 247 {
236 imagePacketSize = LastPacketSize(); 248 imagePacketSize = LastPacketSize();
237 complete=true; 249 complete = true;
238 if ((CurrentBytePosition() + imagePacketSize) > m_assetDataLength) 250 if ((CurrentBytePosition() + imagePacketSize) > m_assetDataLength)
239 { 251 {
240 imagePacketSize = m_assetDataLength - CurrentBytePosition(); 252 imagePacketSize = m_assetDataLength - CurrentBytePosition();
@@ -259,7 +271,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
259 } 271 }
260 272
261 //Send the packet 273 //Send the packet
262 client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData); 274 client.SendImageNextPart((ushort)(m_packetNumber - 1), m_requestedUUID, imageData);
263 } 275 }
264 if (complete) 276 if (complete)
265 { 277 {
@@ -275,146 +287,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP
275 return false; 287 return false;
276 } 288 }
277 } 289 }
278 public bool SendPackets(LLClientView client, int maxpack) 290
291 private int GetPacketForBytePosition(int bytePosition)
279 { 292 {
293 return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
294 }
280 295
281 if (!m_completedSendAtCurrentDiscardLevel) 296 private int LastPacketSize()
297 {
298 if (m_packetNumber == 1)
299 return m_assetDataLength;
300 int lastsize = (m_assetDataLength - FIRST_PACKET_SIZE) % IMAGE_PACKET_SIZE;
301 //If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
302 if (lastsize == 0)
282 { 303 {
283 if (m_packetNumber <= m_stopPacket) 304 lastsize = IMAGE_PACKET_SIZE;
284 {
285 bool SendMore = true;
286 if (!m_sentinfo || (m_packetNumber == 0))
287 {
288 if (SendFirstPacket(client))
289 {
290 SendMore = false;
291 }
292 m_sentinfo = true;
293 m_packetNumber++;
294 }
295 // bool ignoreStop = false;
296 if (m_packetNumber < 2)
297 {
298 m_packetNumber = 2;
299 }
300
301 int count = 0;
302 while (SendMore && count < maxpack && m_packetNumber <= m_stopPacket)
303 {
304 count++;
305 SendMore = SendPacket(client);
306 m_packetNumber++;
307 }
308
309 if (m_packetNumber > m_stopPacket)
310 {
311 return true;
312 }
313 }
314 } 305 }
315 return false; 306 return lastsize;
316 } 307 }
317 308
318 public void RunUpdate() 309 private int CurrentBytePosition()
319 { 310 {
320 //This is where we decide what we need to update 311 if (m_packetNumber == 0)
321 //and assign the real discardLevel and packetNumber 312 return 0;
322 //assuming of course that the connected client might be bonkers 313 if (m_packetNumber == 1)
314 return FIRST_PACKET_SIZE;
323 315
324 if (!m_hasasset) 316 int result = FIRST_PACKET_SIZE + ((int)m_packetNumber - 2) * IMAGE_PACKET_SIZE;
317 if (result < 0)
325 { 318 {
319 result = FIRST_PACKET_SIZE;
320 }
321 return result;
322 }
326 323
327 if (!m_asset_requested) 324 private bool SendFirstPacket(LLClientView client)
325 {
326 // this means we don't have
327 if (Data == null)
328 {
329 client.SendImageNotFound(m_requestedUUID);
330 m_log.WarnFormat("[TEXTURE]: Got null Data element on a asset {0}.. and the missing image Data property is al", m_requestedUUID);
331 return true;
332 }
333 // Do we have less then 1 packet's worth of data?
334 else if (m_assetDataLength <= FIRST_PACKET_SIZE)
335 {
336 // Send only 1 packet
337 client.SendImageFirstPart(1, m_requestedUUID, (uint)m_assetDataLength, m_asset.Data, 2);
338 m_stopPacket = 0;
339 return true;
340 }
341 else
342 {
343 byte[] firstImageData = new byte[FIRST_PACKET_SIZE];
344 try
328 { 345 {
329 m_asset_requested = true; 346 Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)FIRST_PACKET_SIZE);
330 m_assetCache.Get(m_requestedUUID.ToString(), this, AssetReceived); 347 client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_assetDataLength, firstImageData, 2);
331 348 }
349 catch (Exception)
350 {
351 m_log.Error("Texture block copy failed. Possibly out of memory?");
352 return true;
332 } 353 }
354 }
355 return false;
356 }
357
358 private void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
359 {
360 m_layers = layers;
361 m_decoded = true;
362 RunUpdate();
363 }
364
365 private void AssetDataCallback(UUID AssetID, AssetBase asset)
366 {
367 m_hasasset = true;
333 368
369 if (asset == null || asset.Data == null)
370 {
371 m_asset = null;
372 m_decoded = true;
334 } 373 }
335 else 374 else
336 { 375 {
376 m_asset = asset;
377 m_assetDataLength = m_asset.Data.Length;
378 }
337 379
380 RunUpdate();
381 }
338 382
339 if (!m_decoded) 383 private void AssetReceived(string id, Object sender, AssetBase asset)
340 { 384 {
341 //We need to decode the requested image first 385 UUID assetID = UUID.Zero;
342 if (!m_decoderequested) 386 if (asset != null)
343 { 387 assetID = asset.FullID;
344 //Request decode
345 m_decoderequested = true;
346 // Do we have a jpeg decoder?
347 if (m_j2kDecodeModule != null)
348 {
349 if (Data == null)
350 {
351 J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
352 }
353 else
354 {
355 // Send it off to the jpeg decoder
356 m_j2kDecodeModule.BeginDecode(m_requestedUUID, Data, J2KDecodedCallback);
357 }
358
359 }
360 else
361 {
362 J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
363 }
364 }
365
366 }
367 else
368 {
369 //discardLevel of -1 means just update the priority
370 if (m_requestedDiscardLevel != -1)
371 {
372 //Evaluate the discard level
373 //First, is it positive?
374 if (m_requestedDiscardLevel >= 0)
375 {
376 if (m_requestedDiscardLevel > Layers.Length - 1)
377 {
378 m_discardLevel = (sbyte)(Layers.Length - 1);
379 }
380 else
381 {
382 m_discardLevel = m_requestedDiscardLevel;
383 }
384 388
385 //Calculate the m_stopPacket 389 AssetDataCallback(assetID, asset);
386 if (Layers.Length > 0)
387 {
388 m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End);
389 //I don't know why, but the viewer seems to expect the final packet if the file
390 //is just one packet bigger.
391 if (TexturePacketCount() == m_stopPacket + 1)
392 {
393 m_stopPacket = TexturePacketCount();
394 }
395 }
396 else
397 {
398 m_stopPacket = TexturePacketCount();
399 }
400 //Don't reset packet number unless we're waiting or it's ahead of us
401 if (m_completedSendAtCurrentDiscardLevel || m_requestedPacketNumber>m_packetNumber)
402 {
403 m_packetNumber = m_requestedPacketNumber;
404 }
405 390
406 if (m_packetNumber <= m_stopPacket)
407 {
408 m_completedSendAtCurrentDiscardLevel = false;
409 }
410 }
411 }
412 else
413 {
414 m_packetNumber = m_stopPacket;
415 }
416 }
417 }
418 } 391 }
419 } 392 }
420} 393}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
index b039049..a82eaae 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
@@ -27,26 +27,28 @@
27 27
28using System; 28using System;
29using System.Threading; 29using System.Threading;
30using System.Collections;
30using System.Collections.Generic; 31using System.Collections.Generic;
32using System.Reflection;
31using OpenMetaverse; 33using OpenMetaverse;
32using OpenMetaverse.Imaging; 34using OpenMetaverse.Imaging;
33using OpenSim.Framework; 35using OpenSim.Framework;
34using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Region.Framework.Interfaces;
35using OpenSim.Services.Interfaces; 37using OpenSim.Services.Interfaces;
36using log4net; 38using log4net;
37using System.Reflection;
38 39
39namespace OpenSim.Region.ClientStack.LindenUDP 40namespace OpenSim.Region.ClientStack.LindenUDP
40{ 41{
41
42 public class LLImageManager 42 public class LLImageManager
43 { 43 {
44 44 private sealed class J2KImageComparer : IComparer<J2KImage>
45 //Public interfaces: 45 {
46 //Constructor - (LLClientView, IAssetCache, IJ2KDecoder); 46 public int Compare(J2KImage x, J2KImage y)
47 //void EnqueueReq - (TextureRequestArgs) 47 {
48 //ProcessImageQueue 48 return x.m_requestedPriority.CompareTo(y.m_requestedPriority);
49 //Close 49 }
50 }
51
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 52 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51 private bool m_shuttingdown = false; 53 private bool m_shuttingdown = false;
52 private long m_lastloopprocessed = 0; 54 private long m_lastloopprocessed = 0;
@@ -54,28 +56,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
54 private LLClientView m_client; //Client we're assigned to 56 private LLClientView m_client; //Client we're assigned to
55 private IAssetService m_assetCache; //Asset Cache 57 private IAssetService m_assetCache; //Asset Cache
56 private IJ2KDecoder m_j2kDecodeModule; //Our J2K module 58 private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
59 private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
57 60
58 private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
59 private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
60 private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
61 private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
62
63 private const double doubleMinimum = .0000001;
64
65 public int m_outstandingtextures = 0;
66 //Constructor
67 public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule) 61 public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
68 { 62 {
69
70 m_imagestore = new Dictionary<UUID,J2KImage>();
71 m_priorities = new SortedList<double,UUID>();
72 m_priorityresolver = new Dictionary<int, int>();
73 m_client = client; 63 m_client = client;
74 m_assetCache = pAssetCache; 64 m_assetCache = pAssetCache;
75 if (pAssetCache != null)
76 m_missingsubstitute = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
77 else
78 m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
79 m_j2kDecodeModule = pJ2kDecodeModule; 65 m_j2kDecodeModule = pJ2kDecodeModule;
80 } 66 }
81 67
@@ -88,174 +74,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
88 //Make sure we're not shutting down.. 74 //Make sure we're not shutting down..
89 if (!m_shuttingdown) 75 if (!m_shuttingdown)
90 { 76 {
77 J2KImage imgrequest;
91 78
92 //Do we already know about this UUID? 79 // Do a linear search for this texture download
93 if (m_imagestore.ContainsKey(newRequest.RequestedAssetID)) 80 m_priorityQueue.Find(delegate(J2KImage img) { return img.m_requestedUUID == newRequest.RequestedAssetID; }, out imgrequest);
94 {
95 //Check the packet sequence to make sure this isn't older than
96 //one we've already received
97
98 J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
99 81
100 // This is the inbound request sequence number. We can ignore 82 if (imgrequest != null)
101 // "old" ones. 83 {
102 84 if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
103 if (newRequest.requestSequence > imgrequest.m_lastSequence)
104 { 85 {
86 m_log.Debug("[JPEG2000]: (CAN) ID=" + newRequest.RequestedAssetID);
105 87
106 imgrequest.m_lastSequence = newRequest.requestSequence; 88 try { m_priorityQueue.Delete(imgrequest.m_priorityQueueHandle); }
107 89 catch (Exception) { }
108 //Check the priority 90 }
91 else
92 {
93 m_log.DebugFormat("[JPEG2000]: (UPD) ID={0}: D={1}, S={2}, P={3}",
94 newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
109 95
110 double priority = imgrequest.m_requestedPriority; 96 //Check the packet sequence to make sure this isn't older than
111 if (priority != newRequest.Priority) 97 //one we've already received
98 if (newRequest.requestSequence > imgrequest.m_lastSequence)
112 { 99 {
113 //Remove the old priority 100 //Update the sequence number of the last RequestImage packet
114 m_priorities.Remove(imgrequest.m_designatedPriorityKey); 101 imgrequest.m_lastSequence = newRequest.requestSequence;
115 //Assign a new unique priority
116 imgrequest.m_requestedPriority = newRequest.Priority;
117 imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
118 }
119 102
120 //Update the requested discard level 103 //Update the requested discard level
121 imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; 104 imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
122 105
123 //Update the requested packet number 106 //Update the requested packet number
124 imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; 107 imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
125 108
126 //Check if this will create an outstanding texture request 109 //Update the requested priority
127 bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel; 110 imgrequest.m_requestedPriority = newRequest.Priority;
128 //Run an update 111 try { m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest); }
129 112 catch (Exception) { imgrequest.m_priorityQueueHandle = null; m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); }
130 imgrequest.RunUpdate();
131 113
132 if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded) 114 //Run an update
133 { 115 imgrequest.RunUpdate();
134 Interlocked.Increment(ref m_outstandingtextures);
135 } 116 }
136 } 117 }
137 } 118 }
138 else 119 else
139 { 120 {
140 J2KImage imgrequest = new J2KImage(this); 121 if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
141 122 {
142 //Assign our missing substitute 123 m_log.DebugFormat("[JPEG2000]: (IGN) ID={0}: D={1}, S={2}, P={3}",
143 imgrequest.m_MissingSubstitute = m_missingsubstitute; 124 newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
125 }
126 else
127 {
128 m_log.DebugFormat("[JPEG2000]: (NEW) ID={0}: D={1}, S={2}, P={3}",
129 newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
144 130
145 //Assign our decoder module 131 imgrequest = new J2KImage(this);
146 imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
147 132
148 //Assign our asset cache module 133 //Assign our decoder module
149 imgrequest.m_assetCache = m_assetCache; 134 imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
150 135
151 //Assign a priority based on our request 136 //Assign our asset cache module
152 imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); 137 imgrequest.m_assetCache = m_assetCache;
153 138
154 //Assign the requested discard level 139 //Assign the requested discard level
155 imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; 140 imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
156 141
157 //Assign the requested packet number 142 //Assign the requested packet number
158 imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; 143 imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
159 144
160 //Assign the requested priority 145 //Assign the requested priority
161 imgrequest.m_requestedPriority = newRequest.Priority; 146 imgrequest.m_requestedPriority = newRequest.Priority;
162 147
163 //Assign the asset uuid 148 //Assign the asset uuid
164 imgrequest.m_requestedUUID = newRequest.RequestedAssetID; 149 imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
165 150
166 m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest); 151 //Assign the requested priority
152 imgrequest.m_requestedPriority = newRequest.Priority;
167 153
168 //Run an update 154 //Add this download to the priority queue
169 imgrequest.RunUpdate(); 155 m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest);
170 156
157 //Run an update
158 imgrequest.RunUpdate();
159 }
171 } 160 }
172 } 161 }
173 } 162 }
174 163
175 private double AssignPriority(UUID pAssetID, double pPriority) 164 public bool ProcessImageQueue(int count, int maxpack)
176 { 165 {
177 166 //count is the number of textures we want to process in one go.
178 //First, find out if we can just assign directly 167 //As part of this class re-write, that number will probably rise
179 if (m_priorityresolver.ContainsKey((int)pPriority) == false) 168 //since we're processing in a more efficient manner.
169
170 // this can happen during Close()
171 if (m_client == null)
172 return false;
173
174 int numCollected = 0;
175
176 //Calculate our threshold
177 int threshold;
178 if (m_lastloopprocessed == 0)
180 { 179 {
181 m_priorities.Add((double)((int)pPriority), pAssetID); 180 if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
182 m_priorityresolver.Add((int)pPriority, 0); 181 return false;
183 return (double)((int)pPriority); 182 //This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
183 threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
184 m_lastloopprocessed = DateTime.Now.Ticks;
184 } 185 }
185 else 186 else
186 { 187 {
187 //Use the hash lookup goodness of a secondary dictionary to find a free slot 188 double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
188 double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1)); 189 throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
189 m_priorities[mFreePriority] = pAssetID;
190 m_priorityresolver[(int)pPriority]++;
191 return mFreePriority;
192 }
193 190
191 //Average of 1000 bytes per packet
192 throttleseconds = throttleseconds / 1000;
194 193
194 //Safe-zone multiplier of 2.0
195 threshold = (int)(throttleseconds * 2.0);
196 m_lastloopprocessed = DateTime.Now.Ticks;
195 197
196 } 198 }
197 199
198 public bool ProcessImageQueue(int count, int maxpack) 200 if (m_client.PacketHandler == null)
199 { 201 return false;
200 202
201 // this can happen during Close() 203 if (m_client.PacketHandler.PacketQueue == null)
202 if (m_client == null)
203 return false; 204 return false;
204
205 //Count is the number of textures we want to process in one go.
206 //As part of this class re-write, that number will probably rise
207 //since we're processing in a more efficient manner.
208
209 int numCollected = 0;
210 205
211 //Calculate our threshold 206 if (threshold < 10)
212 int threshold; 207 threshold = 10;
213 if (m_lastloopprocessed == 0)
214 {
215 if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
216 return false;
217 //This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
218 threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
219 m_lastloopprocessed = DateTime.Now.Ticks;
220 }
221 else
222 {
223 double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
224 throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
225
226 //Average of 1000 bytes per packet
227 throttleseconds = throttleseconds / 1000;
228
229 //Safe-zone multiplier of 2.0
230 threshold = (int)(throttleseconds * 2.0);
231 m_lastloopprocessed = DateTime.Now.Ticks;
232
233 }
234
235 if (threshold < 10)
236 {
237 threshold = 10;
238 }
239
240 if (m_client.PacketHandler == null)
241 return false;
242
243 if (m_client.PacketHandler.PacketQueue == null)
244 return false;
245
246 //First of all make sure our packet queue isn't above our threshold
247 208
248 //Uncomment this to see what the texture stack is doing 209 //Uncomment this to see what the texture stack is doing
249 //m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString()); 210 //m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
250 if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0) 211 if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold)
251 { 212 {
252 bool justreset = false; 213 while (m_priorityQueue.Count > 0)
253
254 for (int x = m_priorities.Count - 1; x > -1; x--)
255 { 214 {
256 215 J2KImage imagereq = m_priorityQueue.FindMax();
257 J2KImage imagereq = m_imagestore[m_priorities.Values[x]]; 216
258 if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel) 217 if (imagereq.m_decoded == true)
259 { 218 {
260 // we need to test this here now that we are dropping assets 219 // we need to test this here now that we are dropping assets
261 if (!imagereq.m_hasasset) 220 if (!imagereq.m_hasasset)
@@ -265,78 +224,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
265 continue; 224 continue;
266 } 225 }
267 226
268 numCollected++; 227 ++numCollected;
228
269 //SendPackets will send up to ten packets per cycle 229 //SendPackets will send up to ten packets per cycle
270 if (imagereq.SendPackets(m_client, maxpack)) 230 if (imagereq.SendPackets(m_client, maxpack))
271 { 231 {
272 //Send complete 232 // Send complete. Destroy any knowledge of this transfer
273 if (!imagereq.m_completedSendAtCurrentDiscardLevel) 233 try { m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); }
274 { 234 catch (Exception) { }
275 // I think this field imagereq.m_completedSendAtCurrentDiscardLevel
276 // is completely redundant
277 //imagereq.m_completedSendAtCurrentDiscardLevel = true;
278
279 Interlocked.Decrement(ref m_outstandingtextures);
280
281 // First and foremost, drop the reference to the asset
282 // so that the asset doesn't stay in memory forever.
283 // We'll Get it again from the asset service (usually cache)
284 // if/when the client requests it again.
285 // In order not to mess much with the current implementation
286 // of this management code, we drop only the asset reference
287 // but keep the image request itself.
288 imagereq.DropAsset();
289
290 //Re-assign priority to bottom
291 //Remove the old priority
292 m_priorities.Remove(imagereq.m_designatedPriorityKey);
293 int lowest;
294 if (m_priorities.Count > 0)
295 {
296 lowest = (int)m_priorities.Keys[0];
297 lowest--;
298 }
299 else
300 {
301 lowest = -10000;
302 }
303 m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
304 imagereq.m_designatedPriorityKey = (double)lowest;
305 if (m_priorityresolver.ContainsKey((int)lowest))
306 {
307 m_priorityresolver[(int)lowest]++;
308 }
309 else
310 {
311 m_priorityresolver.Add((int)lowest, 0);
312 }
313 }
314 }
315 if (numCollected == count)
316 {
317 break;
318 } 235 }
319 } 236 }
320 if (numCollected == count || m_outstandingtextures == 0)
321 break;
322 if (numCollected % m_outstandingtextures == 0 && !justreset)
323 {
324 //We've gotten as much as we can from the stack,
325 //reset to the top so that we can send MOAR DATA (nomnomnom)!
326 x = m_priorities.Count - 1;
327 237
328 justreset = true; //prevents us from getting stuck in a loop 238 if (numCollected == count)
329 } 239 break;
330 } 240 }
331 } 241 }
332 242
333 return m_outstandingtextures != 0; 243 return m_priorityQueue.Count > 0;
334 } 244 }
335 245
336 //Faux destructor 246 //Faux destructor
337 public void Close() 247 public void Close()
338 { 248 {
339 249
340 m_shuttingdown = true; 250 m_shuttingdown = true;
341 m_j2kDecodeModule = null; 251 m_j2kDecodeModule = null;
342 m_assetCache = null; 252 m_assetCache = null;
diff --git a/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs b/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs
index 49f7f48..a0f359b 100644
--- a/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs
+++ b/OpenSim/Region/CoreModules/Agent/TextureSender/J2KDecoderModule.cs
@@ -161,7 +161,6 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
161 for (int i = 0; i < layerStarts.Count; i++) 161 for (int i = 0; i < layerStarts.Count; i++)
162 { 162 {
163 OpenJPEG.J2KLayerInfo layer = new OpenJPEG.J2KLayerInfo(); 163 OpenJPEG.J2KLayerInfo layer = new OpenJPEG.J2KLayerInfo();
164 int start = layerStarts[i];
165 164
166 if (i == 0) 165 if (i == 0)
167 layer.Start = 0; 166 layer.Start = 0;
diff --git a/bin/assets/TexturesAssetSet/TexturesAssetSet.xml b/bin/assets/TexturesAssetSet/TexturesAssetSet.xml
index 0352c99..773de44 100644
--- a/bin/assets/TexturesAssetSet/TexturesAssetSet.xml
+++ b/bin/assets/TexturesAssetSet/TexturesAssetSet.xml
@@ -401,4 +401,11 @@
401 <Key Name="assetType" Value="0" /> 401 <Key Name="assetType" Value="0" />
402 <Key Name="fileName" Value="default_clear.jp2" /> 402 <Key Name="fileName" Value="default_clear.jp2" />
403 </Section> 403 </Section>
404
405 <Section Name="Default Avatar">
406 <Key Name="assetID" Value="c228d1cf-4b5d-4ba8-84f4-899a0796aa97"/>
407 <Key Name="name" Value="Default Avatar"/>
408 <Key Name="assetType" Value="0" />
409 <Key Name="fileName" Value="default_avatar.jp2" />
410 </Section>
404</Nini> 411</Nini>
diff --git a/bin/assets/TexturesAssetSet/default_avatar.jp2 b/bin/assets/TexturesAssetSet/default_avatar.jp2
new file mode 100644
index 0000000..116b860
--- /dev/null
+++ b/bin/assets/TexturesAssetSet/default_avatar.jp2
Binary files differ