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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/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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diff --git a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs
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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.Scenes;
36
37namespace OpenSim.Region.Environment.Modules
38{
39 /// <summary>
40 /// This module sets up texture senders in response to client texture requests, and places them on a
41 /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
42 /// asset cache).
43 /// </summary>
44 public class UserTextureDownloadService
45 {
46 private static readonly ILog m_log
47 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 /// <summary>
50 /// We will allow the client to request the same texture n times before dropping further requests
51 ///
52 /// This number includes repeated requests for the same texture at different resolutions (which we don't
53 /// currently handle properly as far as I know). However, this situation should be handled in a more
54 /// sophisticated way.
55 /// </summary>
56 private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
57
58 /// <summary>
59 /// We're going to limit requests for the same missing texture.
60 /// XXX This is really a temporary solution to deal with the situation where a client continually requests
61 /// the same missing textures
62 /// </summary>
63 private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
64 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
65
66 /// <summary>
67 /// XXX Also going to limit requests for found textures.
68 /// </summary>
69 private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
70 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
71
72 /// <summary>
73 /// Holds texture senders before they have received the appropriate texture from the asset cache.
74 /// </summary>
75 private readonly Dictionary<LLUUID, TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender>();
76
77 /// <summary>
78 /// Texture Senders are placed in this queue once they have received their texture from the asset
79 /// cache. Another module actually invokes the send.
80 /// </summary>
81 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
82
83 private readonly Scene m_scene;
84
85 private readonly IClientAPI m_client;
86
87 public UserTextureDownloadService(
88 IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
89 {
90 m_client = client;
91 m_scene = scene;
92 m_sharedSendersQueue = sharedQueue;
93 }
94
95 /// <summary>
96 /// Handle a texture request. This involves creating a texture sender and placing it on the
97 /// previously passed in shared queue.
98 /// </summary>
99 /// <param name="e"></param>
100 public void HandleTextureRequest(TextureRequestArgs e)
101 {
102 TextureSender textureSender;
103
104 //TODO: should be working out the data size/ number of packets to be sent for each discard level
105 if ((e.DiscardLevel >= 0) || (e.Priority != 0))
106 {
107 lock (m_textureSenders)
108 {
109 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
110 {
111 // If we've received new non UUID information for this request and it hasn't dispatched
112 // yet, then update the request accordingly.
113 textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
114 }
115 else
116 {
117 if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
118 {
119// m_log.DebugFormat(
120// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
121// e.RequestedAssetID, m_client.AgentId);
122
123 return;
124 }
125 else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
126 {
127 if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
128 {
129 // Commenting out this message for now as it causes too much noise with other
130 // debug messages.
131 // TODO: possibly record this as a statistic in the future
132 //
133// m_log.DebugFormat(
134// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
135// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
136 }
137
138 return;
139 }
140
141 m_scene.AddPendingDownloads(1);
142
143 TextureSender requestHandler = new TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
144 m_textureSenders.Add(e.RequestedAssetID, requestHandler);
145
146 m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
147 }
148 }
149 }
150 else
151 {
152 lock (m_textureSenders)
153 {
154 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
155 {
156 textureSender.Cancel = true;
157 }
158 }
159 }
160 }
161
162 /// <summary>
163 /// The callback for the asset cache when a texture has been retrieved. This method queues the
164 /// texture sender for processing.
165 /// </summary>
166 /// <param name="textureID"></param>
167 /// <param name="texture"></param>
168 public void TextureCallback(LLUUID textureID, AssetBase texture)
169 {
170 //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
171
172 lock (m_textureSenders)
173 {
174 TextureSender textureSender;
175
176 if (m_textureSenders.TryGetValue(textureID, out textureSender))
177 {
178 // XXX It may be perfectly valid for a texture to have no data... but if we pass
179 // this on to the TextureSender it will blow up, so just discard for now.
180 // Needs investigation.
181 if (texture == null || texture.Data == null)
182 {
183 if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
184 {
185 missingTextureLimitStrategy.MonitorRequests(textureID);
186
187 m_log.DebugFormat(
188 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
189 textureID, m_client.AgentId);
190 }
191
192 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
193 EnqueueTextureSender(textureNotFoundSender);
194 }
195 else
196 {
197 if (!textureSender.ImageLoaded)
198 {
199 textureSender.TextureReceived(texture);
200 EnqueueTextureSender(textureSender);
201
202 foundTextureLimitStrategy.MonitorRequests(textureID);
203 }
204 }
205
206 //m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
207 m_textureSenders.Remove(textureID);
208 //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
209 }
210 else
211 {
212 m_log.WarnFormat(
213 "Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
214 textureID);
215 }
216 }
217 }
218
219 /// <summary>
220 /// Place a ready texture sender on the processing queue.
221 /// </summary>
222 /// <param name="textureSender"></param>
223 private void EnqueueTextureSender(ITextureSender textureSender)
224 {
225 textureSender.Cancel = false;
226 textureSender.Sending = true;
227
228 if (!m_sharedSendersQueue.Contains(textureSender))
229 {
230 m_sharedSendersQueue.Enqueue(textureSender);
231 }
232 }
233
234 /// <summary>
235 /// Close this module.
236 /// </summary>
237 internal void Close()
238 {
239 lock (m_textureSenders)
240 {
241 foreach( TextureSender textureSender in m_textureSenders.Values )
242 {
243 textureSender.Cancel = true;
244 }
245
246 m_textureSenders.Clear();
247 }
248 }
249 }
250}