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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 OpenSimulator 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.Collections.Generic;
30using System.Reflection;
31using System.Threading;
32using log4net;
33using Nini.Config;
34using OpenMetaverse;
35using OpenSim.Framework;
36using OpenSim.Framework.Communications.Cache;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes;
39using BlockingQueue = OpenSim.Framework.BlockingQueue<OpenSim.Region.Framework.Interfaces.ITextureSender>;
40using OpenSim.Services.Interfaces;
41
42namespace OpenSim.Region.CoreModules.Agent.TextureDownload
43{
44 public class TextureDownloadModule : IRegionModule
45 {
46 private static readonly ILog m_log
47 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 /// <summary>
50 /// There is one queue for all textures waiting to be sent, regardless of the requesting user.
51 /// </summary>
52 private readonly BlockingQueue m_queueSenders
53 = new BlockingQueue();
54
55 /// <summary>
56 /// Each user has their own texture download service.
57 /// </summary>
58 private readonly Dictionary<UUID, UserTextureDownloadService> m_userTextureServices =
59 new Dictionary<UUID, UserTextureDownloadService>();
60
61 private Scene m_scene;
62 private List<Scene> m_scenes = new List<Scene>();
63
64 public TextureDownloadModule()
65 {
66 }
67
68 #region IRegionModule Members
69
70 public void Initialise(Scene scene, IConfigSource config)
71 {
72
73 if (m_scene == null)
74 {
75 //m_log.Debug("Creating Texture download module");
76 m_scene = scene;
77 //m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
78 //m_thread.Name = "ProcessTextureSenderThread";
79 //m_thread.IsBackground = true;
80 //m_thread.Start();
81 //ThreadTracker.Add(m_thread);
82 }
83
84 if (!m_scenes.Contains(scene))
85 {
86 m_scenes.Add(scene);
87 m_scene = scene;
88 m_scene.EventManager.OnNewClient += NewClient;
89 m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
90 }
91 }
92
93 public void PostInitialise()
94 {
95 }
96
97 public void Close()
98 {
99 }
100
101 public string Name
102 {
103 get { return "TextureDownloadModule"; }
104 }
105
106 public bool IsSharedModule
107 {
108 get { return false; }
109 }
110
111 #endregion
112
113 /// <summary>
114 /// Cleanup the texture service related objects for the removed presence.
115 /// </summary>
116 /// <param name="agentId"> </param>
117 private void EventManager_OnRemovePresence(UUID agentId)
118 {
119 UserTextureDownloadService textureService;
120
121 lock (m_userTextureServices)
122 {
123 if (m_userTextureServices.TryGetValue(agentId, out textureService))
124 {
125 textureService.Close();
126 //m_log.DebugFormat("[TEXTURE MODULE]: Removing UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
127 m_userTextureServices.Remove(agentId);
128 }
129 }
130 }
131
132 public void NewClient(IClientAPI client)
133 {
134 UserTextureDownloadService textureService;
135
136 lock (m_userTextureServices)
137 {
138 if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
139 {
140 textureService.Close();
141 //m_log.DebugFormat("[TEXTURE MODULE]: Removing outdated UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
142 m_userTextureServices.Remove(client.AgentId);
143 }
144 m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
145 }
146
147 client.OnRequestTexture += TextureRequest;
148 }
149
150 /// I'm commenting this out, and replacing it with the implementation below, which
151 /// may return a null value. This is necessary for avoiding race conditions
152 /// recreating UserTextureServices for clients that have just been closed.
153 /// That behavior of always returning a UserTextureServices was causing the
154 /// A-B-A problem (mantis #2855).
155 ///
156 ///// <summary>
157 ///// Does this user have a registered texture download service?
158 ///// </summary>
159 ///// <param name="userID"></param>
160 ///// <param name="textureService"></param>
161 ///// <returns>Always returns true, since a service is created if one does not already exist</returns>
162 //private bool TryGetUserTextureService(
163 // IClientAPI client, out UserTextureDownloadService textureService)
164 //{
165 // lock (m_userTextureServices)
166 // {
167 // if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
168 // {
169 // //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
170 // return true;
171 // }
172
173 // m_log.DebugFormat("[TEXTURE MODULE]: Creating new UserTextureServices in ", m_scene.RegionInfo.RegionName);
174 // textureService = new UserTextureDownloadService(client, m_scene, m_queueSenders);
175 // m_userTextureServices.Add(client.AgentId, textureService);
176
177 // return true;
178 // }
179 //}
180
181 /// <summary>
182 /// Does this user have a registered texture download service?
183 /// </summary>
184 /// <param name="userID"></param>
185 /// <param name="textureService"></param>
186 /// <returns>A UserTextureDownloadService or null in the output parameter, and true or false accordingly.</returns>
187 private bool TryGetUserTextureService(IClientAPI client, out UserTextureDownloadService textureService)
188 {
189 lock (m_userTextureServices)
190 {
191 if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
192 {
193 //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
194 return true;
195 }
196
197 textureService = null;
198 return false;
199 }
200 }
201
202 /// <summary>
203 /// Start the process of requesting a given texture.
204 /// </summary>
205 /// <param name="sender"> </param>
206 /// <param name="e"></param>
207 public void TextureRequest(Object sender, TextureRequestArgs e)
208 {
209 IClientAPI client = (IClientAPI)sender;
210
211 if (e.Priority == 1016001f) // Preview
212 {
213 if (client.Scene is Scene)
214 {
215 Scene scene = (Scene)client.Scene;
216
217 CachedUserInfo profile = scene.CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
218 if (profile == null) // Deny unknown user
219 return;
220
221 IInventoryService invService = scene.InventoryService;
222 if (invService.GetRootFolder(client.AgentId) == null) // Deny no inventory
223 return;
224
225 // Diva 2009-08-13: this test doesn't make any sense to many devs
226 //if (profile.UserProfile.GodLevel < 200 && profile.RootFolder.FindAsset(e.RequestedAssetID) == null) // Deny if not owned
227 //{
228 // m_log.WarnFormat("[TEXTURE]: user {0} doesn't have permissions to texture {1}");
229 // return;
230 //}
231
232 m_log.Debug("Texture preview");
233 }
234 }
235
236 UserTextureDownloadService textureService;
237
238 if (TryGetUserTextureService(client, out textureService))
239 {
240 textureService.HandleTextureRequest(e);
241 }
242 }
243
244 /// <summary>
245 /// Entry point for the thread dedicated to processing the texture queue.
246 /// </summary>
247 public void ProcessTextureSenders()
248 {
249 ITextureSender sender = null;
250
251 try
252 {
253 while (true)
254 {
255 sender = m_queueSenders.Dequeue();
256
257 if (sender.Cancel)
258 {
259 TextureSent(sender);
260
261 sender.Cancel = false;
262 }
263 else
264 {
265 bool finished = sender.SendTexturePacket();
266 if (finished)
267 {
268 TextureSent(sender);
269 }
270 else
271 {
272 m_queueSenders.Enqueue(sender);
273 }
274 }
275
276 // Make sure that any sender we currently have can get garbage collected
277 sender = null;
278
279 //m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
280 }
281 }
282 catch (Exception e)
283 {
284 // TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
285 m_log.ErrorFormat(
286 "[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
287 e);
288 }
289 }
290
291 /// <summary>
292 /// Called when the texture has finished sending.
293 /// </summary>
294 /// <param name="sender"></param>
295 private void TextureSent(ITextureSender sender)
296 {
297 sender.Sending = false;
298 //m_log.DebugFormat("[TEXTURE]: Removing download stat for {0}", sender.assetID);
299 m_scene.StatsReporter.AddPendingDownloads(-1);
300 }
301 }
302}