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-rw-r--r--OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs496
1 files changed, 248 insertions, 248 deletions
diff --git a/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
index 4f63fd0..a450cdc 100644
--- a/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
+++ b/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
@@ -1,249 +1,249 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the 12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using libsecondlife; 30using libsecondlife;
31using log4net; 31using log4net;
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Framework.Communications.Limit; 33using OpenSim.Framework.Communications.Limit;
34using OpenSim.Region.Environment.Interfaces; 34using OpenSim.Region.Environment.Interfaces;
35using OpenSim.Region.Environment.Scenes; 35using OpenSim.Region.Environment.Scenes;
36 36
37namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload 37namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
38{ 38{
39 /// <summary> 39 /// <summary>
40 /// This module sets up texture senders in response to client texture requests, and places them on a 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 41 /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
42 /// asset cache). 42 /// asset cache).
43 /// </summary> 43 /// </summary>
44 public class UserTextureDownloadService 44 public class UserTextureDownloadService
45 { 45 {
46 private static readonly ILog m_log 46 private static readonly ILog m_log
47 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 47 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48 48
49 /// <summary> 49 /// <summary>
50 /// We will allow the client to request the same texture n times before dropping further requests 50 /// We will allow the client to request the same texture n times before dropping further requests
51 /// 51 ///
52 /// This number includes repeated requests for the same texture at different resolutions (which we don't 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 53 /// currently handle properly as far as I know). However, this situation should be handled in a more
54 /// sophisticated way. 54 /// sophisticated way.
55 /// </summary> 55 /// </summary>
56 private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5; 56 private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
57 57
58 /// <summary> 58 /// <summary>
59 /// XXX Also going to limit requests for found textures. 59 /// XXX Also going to limit requests for found textures.
60 /// </summary> 60 /// </summary>
61 private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy 61 private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
62 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS); 62 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
63 63
64 private readonly IClientAPI m_client; 64 private readonly IClientAPI m_client;
65 private readonly Scene m_scene; 65 private readonly Scene m_scene;
66 66
67 /// <summary> 67 /// <summary>
68 /// Texture Senders are placed in this queue once they have received their texture from the asset 68 /// Texture Senders are placed in this queue once they have received their texture from the asset
69 /// cache. Another module actually invokes the send. 69 /// cache. Another module actually invokes the send.
70 /// </summary> 70 /// </summary>
71 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue; 71 private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
72 72
73 /// <summary> 73 /// <summary>
74 /// Holds texture senders before they have received the appropriate texture from the asset cache. 74 /// Holds texture senders before they have received the appropriate texture from the asset cache.
75 /// </summary> 75 /// </summary>
76 private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>(); 76 private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
77 77
78 /// <summary> 78 /// <summary>
79 /// We're going to limit requests for the same missing texture. 79 /// We're going to limit requests for the same missing texture.
80 /// XXX This is really a temporary solution to deal with the situation where a client continually requests 80 /// XXX This is really a temporary solution to deal with the situation where a client continually requests
81 /// the same missing textures 81 /// the same missing textures
82 /// </summary> 82 /// </summary>
83 private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy 83 private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
84 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS); 84 = new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
85 85
86 public UserTextureDownloadService( 86 public UserTextureDownloadService(
87 IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue) 87 IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
88 { 88 {
89 m_client = client; 89 m_client = client;
90 m_scene = scene; 90 m_scene = scene;
91 m_sharedSendersQueue = sharedQueue; 91 m_sharedSendersQueue = sharedQueue;
92 } 92 }
93 93
94 /// <summary> 94 /// <summary>
95 /// Handle a texture request. This involves creating a texture sender and placing it on the 95 /// Handle a texture request. This involves creating a texture sender and placing it on the
96 /// previously passed in shared queue. 96 /// previously passed in shared queue.
97 /// </summary> 97 /// </summary>
98 /// <param name="e"></param> 98 /// <param name="e"></param>
99 public void HandleTextureRequest(TextureRequestArgs e) 99 public void HandleTextureRequest(TextureRequestArgs e)
100 { 100 {
101 TextureSender.TextureSender textureSender; 101 TextureSender.TextureSender textureSender;
102 102
103 //TODO: should be working out the data size/ number of packets to be sent for each discard level 103 //TODO: should be working out the data size/ number of packets to be sent for each discard level
104 if ((e.DiscardLevel >= 0) || (e.Priority != 0)) 104 if ((e.DiscardLevel >= 0) || (e.Priority != 0))
105 { 105 {
106 lock (m_textureSenders) 106 lock (m_textureSenders)
107 { 107 {
108 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender)) 108 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
109 { 109 {
110 // If we've received new non UUID information for this request and it hasn't dispatched 110 // If we've received new non UUID information for this request and it hasn't dispatched
111 // yet, then update the request accordingly. 111 // yet, then update the request accordingly.
112 textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); 112 textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
113 } 113 }
114 else 114 else
115 { 115 {
116 if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) 116 if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
117 { 117 {
118// m_log.DebugFormat( 118// m_log.DebugFormat(
119// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}", 119// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
120// e.RequestedAssetID, m_client.AgentId); 120// e.RequestedAssetID, m_client.AgentId);
121 121
122 return; 122 return;
123 } 123 }
124 else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) 124 else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
125 { 125 {
126 if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID)) 126 if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
127 { 127 {
128 // Commenting out this message for now as it causes too much noise with other 128 // Commenting out this message for now as it causes too much noise with other
129 // debug messages. 129 // debug messages.
130 // TODO: possibly record this as a statistic in the future 130 // TODO: possibly record this as a statistic in the future
131 // 131 //
132// m_log.DebugFormat( 132// m_log.DebugFormat(
133// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests", 133// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
134// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); 134// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
135 } 135 }
136 136
137 return; 137 return;
138 } 138 }
139 139
140 m_scene.AddPendingDownloads(1); 140 m_scene.AddPendingDownloads(1);
141 141
142 TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber); 142 TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
143 m_textureSenders.Add(e.RequestedAssetID, requestHandler); 143 m_textureSenders.Add(e.RequestedAssetID, requestHandler);
144 144
145 m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true); 145 m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
146 } 146 }
147 } 147 }
148 } 148 }
149 else 149 else
150 { 150 {
151 lock (m_textureSenders) 151 lock (m_textureSenders)
152 { 152 {
153 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender)) 153 if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
154 { 154 {
155 textureSender.Cancel = true; 155 textureSender.Cancel = true;
156 } 156 }
157 } 157 }
158 } 158 }
159 } 159 }
160 160
161 /// <summary> 161 /// <summary>
162 /// The callback for the asset cache when a texture has been retrieved. This method queues the 162 /// The callback for the asset cache when a texture has been retrieved. This method queues the
163 /// texture sender for processing. 163 /// texture sender for processing.
164 /// </summary> 164 /// </summary>
165 /// <param name="textureID"></param> 165 /// <param name="textureID"></param>
166 /// <param name="texture"></param> 166 /// <param name="texture"></param>
167 public void TextureCallback(LLUUID textureID, AssetBase texture) 167 public void TextureCallback(LLUUID textureID, AssetBase texture)
168 { 168 {
169 //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false)); 169 //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
170 170
171 lock (m_textureSenders) 171 lock (m_textureSenders)
172 { 172 {
173 TextureSender.TextureSender textureSender; 173 TextureSender.TextureSender textureSender;
174 174
175 if (m_textureSenders.TryGetValue(textureID, out textureSender)) 175 if (m_textureSenders.TryGetValue(textureID, out textureSender))
176 { 176 {
177 // XXX It may be perfectly valid for a texture to have no data... but if we pass 177 // XXX It may be perfectly valid for a texture to have no data... but if we pass
178 // this on to the TextureSender it will blow up, so just discard for now. 178 // this on to the TextureSender it will blow up, so just discard for now.
179 // Needs investigation. 179 // Needs investigation.
180 if (texture == null || texture.Data == null) 180 if (texture == null || texture.Data == null)
181 { 181 {
182 if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID)) 182 if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
183 { 183 {
184 missingTextureLimitStrategy.MonitorRequests(textureID); 184 missingTextureLimitStrategy.MonitorRequests(textureID);
185 185
186 m_log.DebugFormat( 186 m_log.DebugFormat(
187 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}", 187 "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
188 textureID, m_client.AgentId); 188 textureID, m_client.AgentId);
189 } 189 }
190 190
191 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID); 191 ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
192 EnqueueTextureSender(textureNotFoundSender); 192 EnqueueTextureSender(textureNotFoundSender);
193 } 193 }
194 else 194 else
195 { 195 {
196 if (!textureSender.ImageLoaded) 196 if (!textureSender.ImageLoaded)
197 { 197 {
198 textureSender.TextureReceived(texture); 198 textureSender.TextureReceived(texture);
199 EnqueueTextureSender(textureSender); 199 EnqueueTextureSender(textureSender);
200 200
201 foundTextureLimitStrategy.MonitorRequests(textureID); 201 foundTextureLimitStrategy.MonitorRequests(textureID);
202 } 202 }
203 } 203 }
204 204
205 //m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID); 205 //m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
206 m_textureSenders.Remove(textureID); 206 m_textureSenders.Remove(textureID);
207 //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count); 207 //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
208 } 208 }
209 else 209 else
210 { 210 {
211 m_log.WarnFormat( 211 m_log.WarnFormat(
212 "Got a texture uuid {0} with no sender object to handle it, this shouldn't happen", 212 "Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
213 textureID); 213 textureID);
214 } 214 }
215 } 215 }
216 } 216 }
217 217
218 /// <summary> 218 /// <summary>
219 /// Place a ready texture sender on the processing queue. 219 /// Place a ready texture sender on the processing queue.
220 /// </summary> 220 /// </summary>
221 /// <param name="textureSender"></param> 221 /// <param name="textureSender"></param>
222 private void EnqueueTextureSender(ITextureSender textureSender) 222 private void EnqueueTextureSender(ITextureSender textureSender)
223 { 223 {
224 textureSender.Cancel = false; 224 textureSender.Cancel = false;
225 textureSender.Sending = true; 225 textureSender.Sending = true;
226 226
227 if (!m_sharedSendersQueue.Contains(textureSender)) 227 if (!m_sharedSendersQueue.Contains(textureSender))
228 { 228 {
229 m_sharedSendersQueue.Enqueue(textureSender); 229 m_sharedSendersQueue.Enqueue(textureSender);
230 } 230 }
231 } 231 }
232 232
233 /// <summary> 233 /// <summary>
234 /// Close this module. 234 /// Close this module.
235 /// </summary> 235 /// </summary>
236 internal void Close() 236 internal void Close()
237 { 237 {
238 lock (m_textureSenders) 238 lock (m_textureSenders)
239 { 239 {
240 foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values) 240 foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
241 { 241 {
242 textureSender.Cancel = true; 242 textureSender.Cancel = true;
243 } 243 }
244 244
245 m_textureSenders.Clear(); 245 m_textureSenders.Clear();
246 } 246 }
247 } 247 }
248 } 248 }
249} \ No newline at end of file 249} \ No newline at end of file