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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/TextureSender.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.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/TextureSender.cs')
-rw-r--r--OpenSim/Region/Environment/Modules/TextureSender.cs220
1 files changed, 0 insertions, 220 deletions
diff --git a/OpenSim/Region/Environment/Modules/TextureSender.cs b/OpenSim/Region/Environment/Modules/TextureSender.cs
deleted file mode 100644
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--- a/OpenSim/Region/Environment/Modules/TextureSender.cs
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@@ -1,220 +0,0 @@
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;
29using System.Reflection;
30using libsecondlife.Packets;
31using log4net;
32using OpenSim.Framework;
33using OpenSim.Region.Environment.Interfaces;
34
35namespace OpenSim.Region.Environment.Modules
36{
37 /// <summary>
38 /// A TextureSender handles the process of receiving a texture requested by the client from the
39 /// AssetCache, and then sending that texture back to the client.
40 /// </summary>
41 public class TextureSender : ITextureSender
42 {
43 private static readonly ILog m_log
44 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45
46 /// <summary>
47 /// Records the number of times texture send has been called.
48 /// </summary>
49 public int counter = 0;
50
51 /// <summary>
52 /// Holds the texture asset to send.
53 /// </summary>
54 private AssetBase m_asset;
55
56 //public LLUUID assetID { get { return m_asset.FullID; } }
57
58 /// <summary>
59 /// This is actually the number of extra packets required to send the texture data! We always assume
60 /// at least one is required.
61 /// </summary>
62 private int NumPackets = 0;
63
64 /// <summary>
65 /// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
66 /// at the 600th byte (0th indexed).
67 /// </summary>
68 private int PacketCounter = 0;
69
70 // See ITextureSender
71 public bool Cancel
72 {
73 get { return false; }
74 set { m_cancel = value; }
75 }
76
77 private bool m_cancel = false;
78
79 // See ITextureSender
80 public bool Sending
81 {
82 get { return false; }
83 set { m_sending = value; }
84 }
85
86 private bool m_sending = false;
87
88 public bool ImageLoaded = false;
89
90 private IClientAPI RequestUser;
91
92 private int RequestedDiscardLevel = -1;
93 private uint StartPacketNumber = 0;
94
95 public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
96 {
97 RequestUser = client;
98 RequestedDiscardLevel = discardLevel;
99 StartPacketNumber = packetNumber;
100 }
101
102 /// <summary>
103 /// Load up the texture data to send.
104 /// </summary>
105 /// <param name="asset">
106 /// A <see cref="AssetBase"/>
107 /// </param>
108 public void TextureReceived(AssetBase asset)
109 {
110 m_asset = asset;
111 NumPackets = CalculateNumPackets(asset.Data.Length);
112 PacketCounter = (int) StartPacketNumber;
113 ImageLoaded = true;
114 }
115
116 // See ITextureSender
117 public void UpdateRequest(int discardLevel, uint packetNumber)
118 {
119 RequestedDiscardLevel = discardLevel;
120 StartPacketNumber = packetNumber;
121 PacketCounter = (int) StartPacketNumber;
122 }
123
124 // See ITextureSender
125 public bool SendTexturePacket()
126 {
127 //m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
128
129 SendPacket();
130 counter++;
131 if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
132 ((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets/(RequestedDiscardLevel + 1)))))
133 {
134 return true;
135 }
136 return false;
137 }
138
139 /// <summary>
140 /// Sends a texture packet to the client.
141 /// </summary>
142 private void SendPacket()
143 {
144 if (PacketCounter <= NumPackets)
145 {
146 if (PacketCounter == 0)
147 {
148 if (NumPackets == 0)
149 {
150 ImageDataPacket im = new ImageDataPacket();
151 im.Header.Reliable = false;
152 im.ImageID.Packets = 1;
153 im.ImageID.ID = m_asset.FullID;
154 im.ImageID.Size = (uint) m_asset.Data.Length;
155 im.ImageData.Data = m_asset.Data;
156 im.ImageID.Codec = 2;
157 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
158 PacketCounter++;
159 }
160 else
161 {
162 ImageDataPacket im = new ImageDataPacket();
163 im.Header.Reliable = false;
164 im.ImageID.Packets = (ushort) (NumPackets);
165 im.ImageID.ID = m_asset.FullID;
166 im.ImageID.Size = (uint) m_asset.Data.Length;
167 im.ImageData.Data = new byte[600];
168 Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
169 im.ImageID.Codec = 2;
170 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
171 PacketCounter++;
172 }
173 }
174 else
175 {
176 ImagePacketPacket im = new ImagePacketPacket();
177 im.Header.Reliable = false;
178 im.ImageID.Packet = (ushort) (PacketCounter);
179 im.ImageID.ID = m_asset.FullID;
180 int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
181 if (size > 1000) size = 1000;
182 im.ImageData.Data = new byte[size];
183 try
184 {
185 Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
186 }
187 catch (ArgumentOutOfRangeException)
188 {
189 m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
190 m_asset.FullID.ToString() );
191 return;
192 }
193 RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
194 PacketCounter++;
195 }
196 }
197 }
198
199 /// <summary>
200 /// Calculate the number of packets that will be required to send the texture loaded into this sender
201 /// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
202 /// </summary>
203 /// <param name="length"></param>
204 /// <returns></returns>
205 private int CalculateNumPackets(int length)
206 {
207 int numPackets = 0;
208
209 if (length > 600)
210 {
211 //over 600 bytes so split up file
212 int restData = (length - 600);
213 int restPackets = ((restData + 999)/1000);
214 numPackets = restPackets;
215 }
216
217 return numPackets;
218 }
219 }
220}