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authorTeravus Ovares2009-01-25 04:34:00 +0000
committerTeravus Ovares2009-01-25 04:34:00 +0000
commit76206543e83661bbf04ee046b10b27736c589c81 (patch)
tree0379cb3411bfea0e8348092de8d4d50f30fb9934 /OpenSim/Region/Environment/Scenes
parentUpdate svn properties. (diff)
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* Adds console command, 'predecode-j2k <number of threads>' to load all of the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneManager.cs127
1 files changed, 127 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneManager.cs b/OpenSim/Region/Environment/Scenes/SceneManager.cs
index 040a0d4..b2b79b4 100644
--- a/OpenSim/Region/Environment/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneManager.cs
@@ -547,5 +547,132 @@ namespace OpenSim.Region.Environment.Scenes
547 { 547 {
548 m_localScenes.ForEach(action); 548 m_localScenes.ForEach(action);
549 } 549 }
550
551 public void CacheJ2kDecode(int threads)
552 {
553 if (threads < 1) threads = 1;
554
555 IJ2KDecoder m_decoder = m_localScenes[0].RequestModuleInterface<IJ2KDecoder>();
556
557 List<UUID> assetRequestList = new List<UUID>();
558
559 #region AssetGathering!
560 foreach (Scene scene in m_localScenes)
561 {
562 List<EntityBase> entitles = scene.GetEntities();
563 foreach (EntityBase entity in entitles)
564 {
565 if (entity is SceneObjectGroup)
566 {
567 SceneObjectGroup sog = (SceneObjectGroup) entity;
568 foreach (SceneObjectPart part in sog.Children.Values)
569 {
570 if (part.Shape != null)
571 {
572 if (part.Shape.TextureEntry.Length > 0)
573 {
574 OpenMetaverse.Primitive.TextureEntry te =
575 new Primitive.TextureEntry(part.Shape.TextureEntry, 0,
576 part.Shape.TextureEntry.Length);
577 if (te.DefaultTexture != null) // this has been null for some reason...
578 {
579 if (te.DefaultTexture.TextureID != UUID.Zero)
580 assetRequestList.Add(te.DefaultTexture.TextureID);
581 }
582 for (int i=0; i<te.FaceTextures.Length; i++)
583 {
584 if (te.FaceTextures[i] != null)
585 {
586 if (te.FaceTextures[i].TextureID != UUID.Zero)
587 {
588 assetRequestList.Add(te.FaceTextures[i].TextureID);
589 }
590 }
591 }
592 }
593 if (part.Shape.SculptTexture != UUID.Zero)
594 {
595 assetRequestList.Add(part.Shape.SculptTexture);
596 }
597
598 }
599 }
600 }
601 }
602 }
603 #endregion
604
605 int entries_per_thread = (assetRequestList.Count/threads) + 1;
606
607 UUID[] arrAssetRequestList = assetRequestList.ToArray();
608
609 int currpos = 0;
610
611 List<UUID[]> arrvalus = new List<UUID[]>();
612
613 //split into separate arrays
614 for (int j=0;j<threads;j++)
615 {
616 List<UUID> val = new List<UUID>();
617
618 for (int k=j*entries_per_thread; k < ((j+1)* entries_per_thread);k++)
619 {
620 if (k < arrAssetRequestList.Length)
621 {
622 val.Add(arrAssetRequestList[k]);
623 }
624
625 }
626 arrvalus.Add(val.ToArray());
627 }
628
629 for (int l=0;l<arrvalus.Count;l++)
630 {
631 DecodeThreadContents threadworkItem = new DecodeThreadContents();
632 threadworkItem.sn = m_localScenes[0];
633 threadworkItem.j2kdecode = m_decoder;
634 threadworkItem.arrassets = arrvalus[l];
635
636 System.Threading.Thread decodethread =
637 new System.Threading.Thread(new System.Threading.ParameterizedThreadStart(threadworkItem.run));
638
639 threadworkItem.SetThread(decodethread);
640
641 decodethread.Priority = System.Threading.ThreadPriority.Lowest;
642 decodethread.Name = "J2kCacheDecodeThread_" + l+1;
643 ThreadTracker.Add(decodethread);
644 decodethread.Start();
645
646 }
647
648
649
650 }
651 }
652 public class DecodeThreadContents
653 {
654 public Scene sn;
655 public UUID[] arrassets;
656 public IJ2KDecoder j2kdecode;
657 private System.Threading.Thread thisthread;
658
659 public void run( object o)
660 {
661 for (int i=0;i<arrassets.Length;i++)
662 {
663 AssetBase ab = sn.AssetCache.GetAsset(arrassets[i], true);
664 if (ab != null && ab.Data != null)
665 {
666 j2kdecode.syncdecode(arrassets[i], ab.Data);
667 }
668 }
669 ThreadTracker.Remove(thisthread);
670 }
671
672 public void SetThread(System.Threading.Thread thr)
673 {
674 thisthread = thr;
675 }
676
550 } 677 }
551} 678}