From 8e01f75784bd7b719a6957de40daf949eb01fcdf Mon Sep 17 00:00:00 2001
From: Teravus Ovares
Date: Mon, 19 Jan 2009 17:11:57 +0000
Subject: * Progressive texture patch + PriorityQueue put into the LLClient
namespace. * Updates LibOMV to r2362
---
.../Region/ClientStack/LindenUDP/LLImageManager.cs | 664 +++++++++++++++++++++
1 file changed, 664 insertions(+)
create mode 100644 OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
(limited to 'OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
new file mode 100644
index 0000000..ac6a1fa
--- /dev/null
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
@@ -0,0 +1,664 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSim Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.Environment.Interfaces;
+using C5;
+using OpenSim.Framework.Communications.Cache;
+using OpenMetaverse.Imaging;
+
+
+namespace OpenSim.Region.ClientStack.LindenUDP
+{
+
+ ///
+ /// Client image priority + discardlevel sender/manager
+ ///
+ public class LLImageManager
+ {
+ ///
+ /// Priority Queue for images. Contains lots of data
+ ///
+ private readonly IPriorityQueue> pq = new IntervalHeap>();
+
+ ///
+ /// Dictionary of PriorityQueue handles by AssetId
+ ///
+ private readonly Dictionary>> PQHandles =
+ new Dictionary>>();
+
+ private LLClientView m_client;
+ private readonly AssetCache m_assetCache;
+ private bool m_shuttingdown = false;
+ private readonly IJ2KDecoder m_j2kDecodeModule;
+
+ private readonly AssetBase MissingSubstitute;
+
+ ///
+ /// Client image priority + discardlevel sender/manager
+ ///
+ /// LLClientView of client
+ /// The Asset retrieval system
+ /// The Jpeg2000 Decoder
+ public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
+ {
+ m_client = client;
+ m_assetCache = pAssetCache;
+ if (pAssetCache != null)
+ MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
+ m_j2kDecodeModule = pJ2kDecodeModule;
+ }
+
+ ///
+ /// Enqueues a texture request
+ ///
+ /// Request from the client to get a texture
+ public void EnqueueReq(TextureRequestArgs req)
+ {
+ if (m_shuttingdown)
+ return;
+
+ //if (req.RequestType == 1) // avatar body texture!
+ // return;
+
+ AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
+ //if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
+ //{
+ // pq[PQHandles[req.RequestedAssetID]] -= 900000;
+ //}
+ //
+ //if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
+ //{
+
+ //}
+
+ pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
+ pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
+
+ lock (pq[PQHandles[req.RequestedAssetID]].data)
+ pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
+ }
+
+
+ ///
+ /// Callback for the asset system
+ ///
+ /// UUID of the asset that we have received
+ /// AssetBase of the asset that we've received
+ public void AssetDataCallback(UUID assetID, AssetBase asset)
+ {
+ if (m_shuttingdown)
+ return;
+
+ //Console.WriteLine("AssetCallback for assetId" + assetID);
+
+ if (asset == null || asset.Data == null)
+ {
+ lock (pq)
+ {
+ //pq[PQHandles[assetID]].data.Missing = true;
+ pq[PQHandles[assetID]].data.asset = MissingSubstitute;
+ pq[PQHandles[assetID]].data.Missing = false;
+ }
+ }
+ //else
+
+
+ pq[PQHandles[assetID]].data.asset = asset;
+
+ lock (pq[PQHandles[assetID]].data)
+ pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket);
+
+
+
+ }
+
+ ///
+ /// Processes the image queue. Pops count elements off and processes them
+ ///
+ /// number of images to peek off the queue
+ public void ProcessImageQueue(int count)
+ {
+ if (m_shuttingdown)
+ return;
+
+
+ IPriorityQueueHandle> h = null;
+ for (int j = 0; j < count; j++)
+ {
+
+ lock (pq)
+ {
+ if (!pq.IsEmpty)
+ {
+ //peek off the top
+ Prio process = pq.FindMax(out h);
+
+ // Do we have the Asset Data?
+ if (!process.data.HasData)
+ {
+ // Did we request the asset data?
+ if (!process.data.dataRequested)
+ {
+ m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
+ pq[h].data.dataRequested = true;
+ }
+
+ // Is the asset missing?
+ if (process.data.Missing)
+ {
+
+ //m_client.sendtextur
+ pq[h] -= 90000;
+ /*
+ {
+ OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
+ new OpenMetaverse.Packets.ImageNotInDatabasePacket();
+ imdback.ImageID =
+ new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
+ imdback.ImageID.ID = process.data.requestedUUID;
+ m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
+ }
+ */
+
+ // Substitute a blank image
+ process.data.asset = MissingSubstitute;
+ process.data.Missing = false;
+
+ // If the priority is less then -4billion, the client has forgotten about it.
+ if (pq[h] < -400000000)
+ {
+ RemoveItemFromQueue(pq[h].data.requestedUUID);
+ continue;
+ }
+ }
+ // Lower the priority to give the next image a chance
+ pq[h] -= 100000;
+ }
+ else if (process.data.HasData)
+ {
+ // okay, we've got the data
+ lock (process.data)
+ {
+ if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
+ {
+ process.data.J2KDecodeWaiting = true;
+
+ // Do we have a jpeg decoder?
+ if (m_j2kDecodeModule != null)
+ {
+ // Send it off to the jpeg decoder
+ m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
+ j2kDecodedCallback);
+ }
+ else
+ {
+ // no module, no layers, full resolution only
+ j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
+ }
+
+
+
+ } // Are we waiting?
+ else if (!process.data.J2KDecodeWaiting)
+ {
+ // Send more data at a time for higher discard levels
+ for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++)
+ if (!process.data.SendPacket(m_client))
+ {
+ pq[h] -= (500000*i);
+ break;
+ }
+ }
+ // If the priority is less then -4 billion, the client has forgotten about it, pop it off
+ if (pq[h] < -400000000)
+ {
+ RemoveItemFromQueue(pq[h].data.requestedUUID);
+ continue;
+ }
+ }
+
+ //pq[h] = process;
+ }
+
+ // uncomment the following line to see the upper most asset and the priority
+ //Console.WriteLine(process.ToString());
+
+ // Lower priority to give the next image a chance to bubble up
+ pq[h] -= 50000;
+ }
+ }
+ }
+
+ }
+
+
+ ///
+ /// Callback for when the image has been decoded
+ ///
+ /// The UUID of the Asset
+ /// The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder
+ public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
+ {
+ // are we shutting down? if so, end.
+ if (m_shuttingdown)
+ return;
+
+
+ lock (PQHandles)
+ {
+ // Update our asset data
+ if (PQHandles.ContainsKey(AssetId))
+ {
+ pq[PQHandles[AssetId]].data.Layers = layers;
+ pq[PQHandles[AssetId]].data.J2KDecode = true;
+ pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
+ lock (pq[PQHandles[AssetId]].data)
+ pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
+
+ // Send the first packet
+ pq[PQHandles[AssetId]].data.SendPacket(m_client);
+ }
+ }
+ }
+
+
+ ///
+ /// This image has had a good life. It's now expired. Remove it off the queue
+ ///
+ /// UUID of asset to remove off the queue
+ private void RemoveItemFromQueue(UUID AssetId)
+ {
+ lock (PQHandles)
+ {
+ if (PQHandles.ContainsKey(AssetId))
+ {
+ IPriorityQueueHandle> h = PQHandles[AssetId];
+ PQHandles.Remove(AssetId);
+ pq.Delete(h);
+ }
+ }
+ }
+
+
+ ///
+ /// Adds an image to the queue and update priority
+ /// if the item is already in the queue, just update the priority
+ ///
+ /// UUID of the asset
+ /// Priority to set
+ private void AddQueueItem(UUID AssetId, int priority)
+ {
+ IPriorityQueueHandle> h = null;
+
+ lock (PQHandles)
+ {
+ if (PQHandles.ContainsKey(AssetId))
+ {
+ h = PQHandles[AssetId];
+ pq[h] = pq[h].SetPriority(priority);
+
+ }
+ else
+ {
+ J2KImage newreq = new J2KImage();
+ newreq.requestedUUID = AssetId;
+ pq.Add(ref h, new Prio(newreq, priority));
+ PQHandles.Add(AssetId, h);
+ }
+ }
+ }
+
+ ///
+ /// Okay, we're ending. Clean up on isle 9
+ ///
+ public void Close()
+ {
+ m_shuttingdown = true;
+
+ lock (pq)
+ {
+ while (!pq.IsEmpty)
+ {
+ pq.DeleteMin();
+ }
+ }
+
+
+ lock (PQHandles)
+ PQHandles.Clear();
+ m_client = null;
+ }
+
+ }
+
+ ///
+ /// Image Data for this send
+ /// Encapsulates the image sending data and method
+ ///
+ public class J2KImage
+ {
+ private AssetBase m_asset_ref = null;
+ public volatile int LastPacketNum = 0;
+ public volatile int DiscardLimit = 0;
+ public volatile bool dataRequested = false;
+ public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
+
+ public const int FIRST_IMAGE_PACKET_SIZE = 600;
+ public const int IMAGE_PACKET_SIZE = 1000;
+
+ public volatile int DiscardLevel;
+ public float Priority;
+ public volatile int CurrentPacket = 1;
+ public volatile int StopPacket;
+ public bool Missing = false;
+ public bool J2KDecode = false;
+ public bool J2KDecodeWaiting = false;
+
+ private volatile bool sendFirstPacket = true;
+
+ // Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
+ public UUID requestedUUID = UUID.Zero;
+
+ public J2KImage(AssetBase asset)
+ {
+ m_asset_ref = asset;
+ }
+
+ public J2KImage()
+ {
+
+ }
+
+ public AssetBase asset
+ {
+ set { m_asset_ref = value; }
+ }
+
+ // We make the asset a reference so that we don't duplicate the byte[]
+ // it's read only anyway, so no worries here
+ // we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
+
+ ///
+ /// ID of the AssetBase
+ ///
+ public UUID AssetId
+ {
+ get { return m_asset_ref.FullID; }
+ }
+
+ ///
+ /// Asset Data
+ ///
+ public byte[] Data
+ {
+ get { return m_asset_ref.Data; }
+ }
+
+ ///
+ /// Returns true if we have the asset
+ ///
+ public bool HasData
+ {
+ get { return !(m_asset_ref == null); }
+ }
+
+ ///
+ /// Called from the PriorityQueue handle .ToString(). Prints data on this asset
+ ///
+ ///
+ public override string ToString()
+ {
+ return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
+ }
+
+ ///
+ /// Returns the total number of packets needed to transfer this texture,
+ /// including the first packet of size FIRST_IMAGE_PACKET_SIZE
+ ///
+ /// Total number of packets needed to transfer this texture
+ public int TexturePacketCount()
+ {
+ if (!HasData)
+ return 0;
+ return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
+ }
+
+ ///
+ /// Returns the current byte offset for this transfer, calculated from
+ /// the CurrentPacket
+ ///
+ /// Current byte offset for this transfer
+ public int CurrentBytePosition()
+ {
+ if (CurrentPacket == 0)
+ return 0;
+ if (CurrentPacket == 1)
+ return FIRST_IMAGE_PACKET_SIZE;
+
+ int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
+ if (result < 0)
+ {
+ result = FIRST_IMAGE_PACKET_SIZE;
+ }
+ return result;
+ }
+
+ ///
+ /// Returns the size, in bytes, of the last packet. This will be somewhere
+ /// between 1 and IMAGE_PACKET_SIZE bytes
+ ///
+ /// Size of the last packet in the transfer
+ public int LastPacketSize()
+ {
+ if (CurrentPacket == 1)
+ return m_asset_ref.Data.Length;
+ return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
+ }
+
+ ///
+ /// Find the packet number that contains a given byte position
+ ///
+ /// Byte position
+ /// Packet number that contains the given byte position
+ int GetPacketForBytePosition(int bytePosition)
+ {
+ return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
+ }
+
+ ///
+ /// Updates the Image sending limits based on the discard
+ /// If we don't have any Layers, Send the full texture
+ ///
+ /// jpeg2000 discard level. 5-0
+ /// Which packet to start from
+ public void Update(int discardLevel, int packet)
+ {
+ //Requests for 0 means that the client wants us to resend the whole image
+ //Requests for -1 mean 'update priority but don't change discard level'
+
+ if (packet == 0 || packet == -1)
+ return;
+
+ // Check if we've got layers
+ if (Layers.Length > 0)
+ {
+ DiscardLevel = Util.Clamp(discardLevel, 0, Layers.Length - 1);
+ StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
+ CurrentPacket = Util.Clamp(packet, 1, TexturePacketCount() - 1);
+ // sendFirstPacket = true;
+ }
+ else
+ {
+ // No layers, send full image
+ DiscardLevel = 0;
+ StopPacket = TexturePacketCount() - 1;
+ CurrentPacket = Util.Clamp(packet, 1, TexturePacketCount() - 1);
+
+ }
+ }
+
+ ///
+ /// Sends a texture packet to the client.
+ ///
+ /// Client to send texture to
+ /// true if a packet was sent, false if not
+ public bool SendPacket(LLClientView client)
+ {
+ // If we've hit the end of the send or if the client set -1, return false.
+ if (CurrentPacket > StopPacket || StopPacket == -1)
+ return false;
+
+ // The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
+ // This packet only gets sent once unless we're restarting the transfer from 0!
+ if (sendFirstPacket)
+ {
+ sendFirstPacket = false;
+
+ // Do we have less then 1 packet's worth of data?
+ if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
+ {
+ // Send only 1 packet
+ client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
+ CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
+ return true;
+ }
+ else
+ {
+
+ // Send first packet
+ byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
+ try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
+ catch (Exception)
+ {
+ Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
+
+ //m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
+ //m_cancel = true;
+ //m_sending = false;
+ return false;
+ }
+ client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
+ ++CurrentPacket; // sets CurrentPacket to 1
+ }
+ }
+
+ // figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
+ // we know that the total image size is greater then 1000 if we're here
+ int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
+
+ //if (imagePacketSize > 0)
+ // imagePacketSize = IMAGE_PACKET_SIZE;
+ //if (imagePacketSize != 1000)
+ // Console.WriteLine("ENdPacket");
+ //Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
+
+
+ byte[] imageData = new byte[imagePacketSize];
+ try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
+ catch (Exception e)
+ {
+ Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
+ imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
+ System.Console.WriteLine(e.ToString());
+ //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
+ //m_cancel = true;
+ //m_sending = false;
+ return false;
+ }
+
+ // Send next packet to the client
+ client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
+ ++CurrentPacket;
+ return true;
+ }
+
+ }
+
+ ///
+ /// Generic Priority Queue element
+ /// Contains a Priority and a Reference type Data Element
+ ///
+ /// Reference type data element
+ struct Prio : IComparable> where D : class
+ {
+ public D data;
+ private int priority;
+
+ public Prio(D data, int priority)
+ {
+ this.data = data;
+ this.priority = priority;
+ }
+
+ public int CompareTo(Prio that)
+ {
+ return this.priority.CompareTo(that.priority);
+ }
+
+ public bool Equals(Prio that)
+ {
+ return this.priority == that.priority;
+ }
+
+ public static Prio operator +(Prio tp, int delta)
+ {
+ return new Prio(tp.data, tp.priority + delta);
+ }
+
+ public static bool operator <(Prio tp, int check)
+ {
+ return (tp.priority < check);
+ }
+
+ public static bool operator >(Prio tp, int check)
+ {
+ return (tp.priority > check);
+ }
+
+ public static Prio operator -(Prio tp, int delta)
+ {
+ if (tp.priority - delta < 0)
+ return new Prio(tp.data, tp.priority - delta);
+ else
+ return new Prio(tp.data, 0);
+ }
+
+ public override String ToString()
+ {
+ return String.Format("{0}[{1}]", data, priority);
+ }
+
+ internal Prio SetPriority(int pPriority)
+ {
+ return new Prio(this.data, pPriority);
+ }
+ }
+}
--
cgit v1.1