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authorJustin Clarke Casey2008-02-20 19:02:04 +0000
committerJustin Clarke Casey2008-02-20 19:02:04 +0000
commit53d5aeec2459b5788da9882f651ed33d3138a753 (patch)
treed80cf562fcffffd5dcf74377cb6f36656d98e3cb
parentMinor cleanup. (diff)
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* Remove unused texture dictionaries from AssetCache
* Add documentation to AssetCache
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs117
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetServerBase.cs4
2 files changed, 73 insertions, 48 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index d94af44..0d85345 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -41,38 +41,60 @@ namespace OpenSim.Framework.Communications.Cache
41 41
42 /// <summary> 42 /// <summary>
43 /// Manages local cache of assets and their sending to viewers. 43 /// Manages local cache of assets and their sending to viewers.
44 ///
45 /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
46 /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
47 /// sends packetised data directly back to the client. The only point where they meets is AssetReceived() and
48 /// AssetNotFound().
49 ///
50 /// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
51 /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
52 /// but it's something to bear in mind.
44 /// </summary> 53 /// </summary>
45 public class AssetCache : IAssetReceiver 54 public class AssetCache : IAssetReceiver
46 { 55 {
47 private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 56 private static readonly log4net.ILog m_log
57 = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
48 58
49 public Dictionary<LLUUID, AssetInfo> Assets; 59 /// <summary>
50 public Dictionary<LLUUID, TextureImage> Textures; 60 /// The cache of assets. This does not include textures.
51 61 /// </summary>
52 public List<AssetRequest> AssetRequests; //assets ready to be sent to viewers 62 private Dictionary<LLUUID, AssetInfo> Assets;
53 public List<AssetRequest> TextureRequests; //textures ready to be sent 63
54 64 /// <summary>
55 public Dictionary<LLUUID, AssetRequest> RequestedAssets; 65 /// The cache of textures.
56 //Assets requested from the asset server 66 /// </summary>
67 private Dictionary<LLUUID, TextureImage> Textures;
57 68
58 public Dictionary<LLUUID, AssetRequest> RequestedTextures; 69 /// <summary>
59 //Textures requested from the asset server 70 /// Assets requests which are waiting for asset server data. This includes texture requests
71 /// </summary>
72 private Dictionary<LLUUID, AssetRequest> RequestedAssets;
73
74 /// <summary>
75 /// Asset requests with data which are ready to be sent back to requesters. This includes textures.
76 /// </summary>
77 private List<AssetRequest> AssetRequests;
60 78
61 public Dictionary<LLUUID, AssetRequestsList> RequestLists; 79 /// <summary>
80 /// Until the asset request is fulfilled, each asset request is associated with a list of requesters
81 /// </summary>
82 private Dictionary<LLUUID, AssetRequestsList> RequestLists;
62 83
63 private readonly IAssetServer m_assetServer; 84 private readonly IAssetServer m_assetServer;
64 85
65 private readonly Thread m_assetCacheThread; 86 private readonly Thread m_assetCacheThread;
66 87
88 /// <summary>
89 /// Report statistical data.
90 /// </summary>
67 public void ShowState() 91 public void ShowState()
68 { 92 {
69 m_log.InfoFormat("Assets:{0} Textures:{1} AssetRequests:{2} TextureRequests:{3} RequestedAssets:{4} RequestedTextures:{5} RequestLists:{6}", 93 m_log.InfoFormat("Assets:{0} Textures:{1} AssetRequests:{2} RequestedAssets:{3} RequestLists:{4}",
70 Assets.Count, 94 Assets.Count,
71 Textures.Count, 95 Textures.Count,
72 AssetRequests.Count, 96 AssetRequests.Count,
73 TextureRequests.Count,
74 RequestedAssets.Count, 97 RequestedAssets.Count,
75 RequestedTextures.Count,
76 RequestLists.Count); 98 RequestLists.Count);
77 99
78 int temporaryImages = 0; 100 int temporaryImages = 0;
@@ -81,9 +103,6 @@ namespace OpenSim.Framework.Communications.Cache
81 long imageBytes = 0; 103 long imageBytes = 0;
82 long assetBytes = 0; 104 long assetBytes = 0;
83 105
84
85
86
87 foreach (TextureImage texture in Textures.Values) 106 foreach (TextureImage texture in Textures.Values)
88 { 107 {
89 if (texture.Temporary) 108 if (texture.Temporary)
@@ -109,30 +128,37 @@ namespace OpenSim.Framework.Communications.Cache
109 temporaryAssets); 128 temporaryAssets);
110 129
111 m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb", 130 m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
112 imageBytes / 1024, 131 imageBytes / 1024,
113 assetBytes / 1024); 132 assetBytes / 1024);
114 133
115 } 134 }
116 135
136 /// <summary>
137 /// Clear the asset cache.
138 /// </summary>
117 public void Clear() 139 public void Clear()
118 { 140 {
119 m_log.Info("[ASSET CACHE]: Clearing Asset cache"); 141 m_log.Info("[ASSET CACHE]: Clearing Asset cache");
120 Initialize(); 142 Initialize();
121 } 143 }
122 144
145 /// <summary>
146 /// Initialize the cache.
147 /// </summary>
123 private void Initialize() 148 private void Initialize()
124 { 149 {
125 Assets = new Dictionary<LLUUID, AssetInfo>(); 150 Assets = new Dictionary<LLUUID, AssetInfo>();
126 Textures = new Dictionary<LLUUID, TextureImage>(); 151 Textures = new Dictionary<LLUUID, TextureImage>();
127 AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers 152 AssetRequests = new List<AssetRequest>();
128 TextureRequests = new List<AssetRequest>(); //textures ready to be sent 153
129
130 RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); 154 RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
131 RequestedTextures = new Dictionary<LLUUID, AssetRequest>();
132 RequestLists = new Dictionary<LLUUID, AssetRequestsList>(); 155 RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
133 } 156 }
134 157
135 158 /// <summary>
159 /// Constructor. Initialize will need to be called separately.
160 /// </summary>
161 /// <param name="assetServer"></param>
136 public AssetCache(IAssetServer assetServer) 162 public AssetCache(IAssetServer assetServer)
137 { 163 {
138 m_log.Info("[ASSET CACHE]: Creating Asset cache"); 164 m_log.Info("[ASSET CACHE]: Creating Asset cache");
@@ -148,7 +174,8 @@ namespace OpenSim.Framework.Communications.Cache
148 } 174 }
149 175
150 /// <summary> 176 /// <summary>
151 /// 177 /// Process the asset queue which holds data which is packeted up and sent
178 /// directly back to the client.
152 /// </summary> 179 /// </summary>
153 public void RunAssetManager() 180 public void RunAssetManager()
154 { 181 {
@@ -359,6 +386,12 @@ namespace OpenSim.Framework.Communications.Cache
359 m_log.InfoFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result); 386 m_log.InfoFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
360 } 387 }
361 388
389 /// <summary>
390 /// Copy an asset and add it to the cache with a new assetID.
391 /// XXX We shouldn't actually ever need to do this!
392 /// </summary>
393 /// <param name="assetID"></param>
394 /// <returns></returns>
362 public AssetBase CopyAsset(LLUUID assetID) 395 public AssetBase CopyAsset(LLUUID assetID)
363 { 396 {
364 AssetBase asset; 397 AssetBase asset;
@@ -402,19 +435,6 @@ namespace OpenSim.Framework.Communications.Cache
402 { 435 {
403 StatsManager.SimExtraStats.AddTexture(image); 436 StatsManager.SimExtraStats.AddTexture(image);
404 } 437 }
405
406 if (RequestedTextures.ContainsKey(image.FullID))
407 {
408 m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedTextures to TextureRequests", asset.FullID);
409
410 AssetRequest req = RequestedTextures[image.FullID];
411 req.ImageInfo = image;
412
413 req.NumPackets = CalculateNumPackets(image.Data);
414
415 RequestedTextures.Remove(image.FullID);
416 TextureRequests.Add(req);
417 }
418 } 438 }
419 } 439 }
420 else 440 else
@@ -422,7 +442,7 @@ namespace OpenSim.Framework.Communications.Cache
422 AssetInfo assetInf = new AssetInfo(asset); 442 AssetInfo assetInf = new AssetInfo(asset);
423 if (Assets.ContainsKey(assetInf.FullID)) 443 if (Assets.ContainsKey(assetInf.FullID))
424 { 444 {
425 m_log.InfoFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID); 445 m_log.DebugFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID);
426 } 446 }
427 else 447 else
428 { 448 {
@@ -435,7 +455,7 @@ namespace OpenSim.Framework.Communications.Cache
435 455
436 if (RequestedAssets.ContainsKey(assetInf.FullID)) 456 if (RequestedAssets.ContainsKey(assetInf.FullID))
437 { 457 {
438 m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID); 458 m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
439 459
440 AssetRequest req = RequestedAssets[assetInf.FullID]; 460 AssetRequest req = RequestedAssets[assetInf.FullID];
441 req.AssetInf = assetInf; 461 req.AssetInf = assetInf;
@@ -447,6 +467,7 @@ namespace OpenSim.Framework.Communications.Cache
447 } 467 }
448 } 468 }
449 469
470 // Notify requesters for this asset
450 if (RequestLists.ContainsKey(asset.FullID)) 471 if (RequestLists.ContainsKey(asset.FullID))
451 { 472 {
452 lock (RequestLists) 473 lock (RequestLists)
@@ -503,6 +524,11 @@ namespace OpenSim.Framework.Communications.Cache
503 } 524 }
504 } 525 }
505 526
527 /// <summary>
528 /// Calculate the number of packets required to send the asset to the client.
529 /// </summary>
530 /// <param name="data"></param>
531 /// <returns></returns>
506 private int CalculateNumPackets(byte[] data) 532 private int CalculateNumPackets(byte[] data)
507 { 533 {
508 const uint m_maxPacketSize = 600; 534 const uint m_maxPacketSize = 600;
@@ -519,10 +545,8 @@ namespace OpenSim.Framework.Communications.Cache
519 return numPackets; 545 return numPackets;
520 } 546 }
521 547
522 #region Assets
523
524 /// <summary> 548 /// <summary>
525 /// 549 /// Make an asset request the result of which will be packeted up and sent directly back to the client.
526 /// </summary> 550 /// </summary>
527 /// <param name="userInfo"></param> 551 /// <param name="userInfo"></param>
528 /// <param name="transferRequest"></param> 552 /// <param name="transferRequest"></param>
@@ -577,7 +601,7 @@ namespace OpenSim.Framework.Communications.Cache
577 } 601 }
578 602
579 /// <summary> 603 /// <summary>
580 /// 604 /// Process the asset queue which sends packets directly back to the client.
581 /// </summary> 605 /// </summary>
582 private void ProcessAssetQueue() 606 private void ProcessAssetQueue()
583 { 607 {
@@ -672,8 +696,6 @@ namespace OpenSim.Framework.Communications.Cache
672 } 696 }
673 } 697 }
674 698
675 #endregion
676
677 public class AssetRequest 699 public class AssetRequest
678 { 700 {
679 public IClientAPI RequestUser; 701 public IClientAPI RequestUser;
@@ -730,7 +752,6 @@ namespace OpenSim.Framework.Communications.Cache
730 } 752 }
731 } 753 }
732 754
733
734 public class AssetRequestsList 755 public class AssetRequestsList
735 { 756 {
736 public LLUUID AssetID; 757 public LLUUID AssetID;
diff --git a/OpenSim/Framework/Communications/Cache/AssetServerBase.cs b/OpenSim/Framework/Communications/Cache/AssetServerBase.cs
index 8e670b5..b6ec898 100644
--- a/OpenSim/Framework/Communications/Cache/AssetServerBase.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetServerBase.cs
@@ -120,6 +120,10 @@ namespace OpenSim.Framework.Communications.Cache
120 } 120 }
121 } 121 }
122 122
123 /// <summary>
124 /// The receiver will be called back with asset data once it comes in.
125 /// </summary>
126 /// <param name="receiver"></param>
123 public void SetReceiver(IAssetReceiver receiver) 127 public void SetReceiver(IAssetReceiver receiver)
124 { 128 {
125 m_receiver = receiver; 129 m_receiver = receiver;