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authorAdam Frisby2008-04-30 21:16:36 +0000
committerAdam Frisby2008-04-30 21:16:36 +0000
commitf5c312bc3c2567449c7268a54a08a54119f58d53 (patch)
tree424668a4bbec6873ebc5b8256f3671db102f5e9c /OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
parent* Adds the AuthbuyerID field to sqlite and makes use of it. (diff)
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* Refactored Environment/Modules directory - modules now reside in their own directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.) * This should be moved into a seperate project file.
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections.Generic;
29using System.Reflection;
30using libsecondlife;
31using log4net;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications.Limit;
34using OpenSim.Region.Environment.Interfaces;
35using OpenSim.Region.Environment.Modules.Agent.TextureDownload;
36using OpenSim.Region.Environment.Modules.Agent.TextureSender;
37using OpenSim.Region.Environment.Scenes;
38
39namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
40{
41 /// <summary>
42 /// This module sets up texture senders in response to client texture requests, and places them on a
43 /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
44 /// asset cache).
45 /// </summary>
46 public class UserTextureDownloadService
47 {
48 private static readonly ILog m_log
49 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
51 /// <summary>
52 /// We will allow the client to request the same texture n times before dropping further requests
53 ///
54 /// This number includes repeated requests for the same texture at different resolutions (which we don't
55 /// currently handle properly as far as I know). However, this situation should be handled in a more
56 /// sophisticated way.
57 /// </summary>
58 private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
59
60 /// <summary>
61 /// We're going to limit requests for the same missing texture.
62 /// XXX This is really a temporary solution to deal with the situation where a client continually requests
63 /// the same missing textures
64 /// </summary>
65 private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
66 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
67
68 /// <summary>
69 /// XXX Also going to limit requests for found textures.
70 /// </summary>
71 private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
72 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
73
74 /// <summary>
75 /// Holds texture senders before they have received the appropriate texture from the asset cache.
76 /// </summary>
77 private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
78
79 /// <summary>
80 /// Texture Senders are placed in this queue once they have received their texture from the asset
81 /// cache. Another module actually invokes the send.
82 /// </summary>
83 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
84
85 private readonly Scene m_scene;
86
87 private readonly IClientAPI m_client;
88
89 public UserTextureDownloadService(
90 IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
91 {
92 m_client = client;
93 m_scene = scene;
94 m_sharedSendersQueue = sharedQueue;
95 }
96
97 /// <summary>
98 /// Handle a texture request. This involves creating a texture sender and placing it on the
99 /// previously passed in shared queue.
100 /// </summary>
101 /// <param name="e"></param>
102 public void HandleTextureRequest(TextureRequestArgs e)
103 {
104 TextureSender.TextureSender textureSender;
105
106 //TODO: should be working out the data size/ number of packets to be sent for each discard level
107 if ((e.DiscardLevel >= 0) || (e.Priority != 0))
108 {
109 lock (m_textureSenders)
110 {
111 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
112 {
113 // If we've received new non UUID information for this request and it hasn't dispatched
114 // yet, then update the request accordingly.
115 textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
116 }
117 else
118 {
119 if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
120 {
121// m_log.DebugFormat(
122// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
123// e.RequestedAssetID, m_client.AgentId);
124
125 return;
126 }
127 else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
128 {
129 if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
130 {
131 // Commenting out this message for now as it causes too much noise with other
132 // debug messages.
133 // TODO: possibly record this as a statistic in the future
134 //
135// m_log.DebugFormat(
136// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
137// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
138 }
139
140 return;
141 }
142
143 m_scene.AddPendingDownloads(1);
144
145 TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
146 m_textureSenders.Add(e.RequestedAssetID, requestHandler);
147
148 m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
149 }
150 }
151 }
152 else
153 {
154 lock (m_textureSenders)
155 {
156 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
157 {
158 textureSender.Cancel = true;
159 }
160 }
161 }
162 }
163
164 /// <summary>
165 /// The callback for the asset cache when a texture has been retrieved. This method queues the
166 /// texture sender for processing.
167 /// </summary>
168 /// <param name="textureID"></param>
169 /// <param name="texture"></param>
170 public void TextureCallback(LLUUID textureID, AssetBase texture)
171 {
172 //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
173
174 lock (m_textureSenders)
175 {
176 TextureSender.TextureSender textureSender;
177
178 if (m_textureSenders.TryGetValue(textureID, out textureSender))
179 {
180 // XXX It may be perfectly valid for a texture to have no data... but if we pass
181 // this on to the TextureSender it will blow up, so just discard for now.
182 // Needs investigation.
183 if (texture == null || texture.Data == null)
184 {
185 if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
186 {
187 missingTextureLimitStrategy.MonitorRequests(textureID);
188
189 m_log.DebugFormat(
190 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
191 textureID, m_client.AgentId);
192 }
193
194 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
195 EnqueueTextureSender(textureNotFoundSender);
196 }
197 else
198 {
199 if (!textureSender.ImageLoaded)
200 {
201 textureSender.TextureReceived(texture);
202 EnqueueTextureSender(textureSender);
203
204 foundTextureLimitStrategy.MonitorRequests(textureID);
205 }
206 }
207
208 //m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
209 m_textureSenders.Remove(textureID);
210 //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
211 }
212 else
213 {
214 m_log.WarnFormat(
215 "Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
216 textureID);
217 }
218 }
219 }
220
221 /// <summary>
222 /// Place a ready texture sender on the processing queue.
223 /// </summary>
224 /// <param name="textureSender"></param>
225 private void EnqueueTextureSender(ITextureSender textureSender)
226 {
227 textureSender.Cancel = false;
228 textureSender.Sending = true;
229
230 if (!m_sharedSendersQueue.Contains(textureSender))
231 {
232 m_sharedSendersQueue.Enqueue(textureSender);
233 }
234 }
235
236 /// <summary>
237 /// Close this module.
238 /// </summary>
239 internal void Close()
240 {
241 lock (m_textureSenders)
242 {
243 foreach( TextureSender.TextureSender textureSender in m_textureSenders.Values )
244 {
245 textureSender.Cancel = true;
246 }
247
248 m_textureSenders.Clear();
249 }
250 }
251 }
252} \ No newline at end of file