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authorJohn Hurliman2009-10-01 17:42:13 -0700
committerJohn Hurliman2009-10-01 17:42:13 -0700
commit6e0c79b8fe76c7d2c983cb7b258a75a3300e78f2 (patch)
tree0de3c250460102fc59e9373e4bb33de2afc5ef3a /OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
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 'OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs324
1 files changed, 117 insertions, 207 deletions
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;