From 515bf6d7dcce10d5e32db489c0d6247bd3b2a615 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 10 Apr 2009 08:30:21 +0000 Subject: * Patch from RemedyTomm Mantis 3440 * Revamps the server side texture pipeline * Textures should load faster, get clogged less, and be less blurry * Minor tweak to ensure the outgoing texture throttle stays private. * Fixes mantis 3440 --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 7 +- .../Region/ClientStack/LindenUDP/LLImageManager.cs | 917 +++++++++------------ .../Region/ClientStack/LindenUDP/LLPacketQueue.cs | 14 + 3 files changed, 428 insertions(+), 510 deletions(-) (limited to 'OpenSim/Region/ClientStack/LindenUDP') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 239c4b3..2c8474c 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -4430,7 +4430,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // in the end, we dereference this, so we have to check if it's null if (m_imageManager != null) - m_imageManager.ProcessImageQueue(3); + m_imageManager.ProcessImageQueue(5); return; } @@ -6041,7 +6041,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP case PacketType.RequestImage: RequestImagePacket imageRequest = (RequestImagePacket)Pack; //m_log.Debug("image request: " + Pack.ToString()); - + #region Packet Session and User Check if (m_checkPackets) { @@ -6062,6 +6062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP args.DiscardLevel = imageRequest.RequestImage[i].DiscardLevel; args.PacketNumber = imageRequest.RequestImage[i].Packet; args.Priority = imageRequest.RequestImage[i].DownloadPriority; + args.requestSequence = imageRequest.Header.Sequence; //handlerTextureRequest = OnRequestTexture; @@ -9114,7 +9115,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // in the end, we dereference this, so we have to check if it's null if (m_imageManager != null ) - m_imageManager.ProcessImageQueue(3); + m_imageManager.ProcessImageQueue(10); PacketPool.Instance.ReturnPacket(Pack); } diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs index 0fb27d4..6bfab90 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs @@ -27,7 +27,6 @@ using System; using System.Collections.Generic; -using C5; using OpenMetaverse; using OpenMetaverse.Imaging; using OpenSim.Framework; @@ -38,642 +37,546 @@ using System.Reflection; namespace OpenSim.Region.ClientStack.LindenUDP { - /// - /// Client image priority + discardlevel sender/manager - /// public class LLImageManager { + + //Public interfaces: + //Constructor - (LLClientView, IAssetCache, IJ2KDecoder); + //void EnqueueReq - (TextureRequestArgs) + //ProcessImageQueue + //Close + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private bool m_shuttingdown = false; + + private LLClientView m_client; //Client we're assigned to + private IAssetCache m_assetCache; //Asset Cache + private IJ2KDecoder m_j2kDecodeModule; //Our J2K module - /// - /// 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 IAssetCache 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 + private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes + private Dictionary m_imagestore; // Our main image storage dictionary + private SortedList m_priorities; // For fast image lookup based on priority + private Dictionary m_priorityresolver; //Enabling super fast assignment of images with the same priorities + + private const double doubleMinimum = .0000001; + //Constructor public LLImageManager(LLClientView client, IAssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule) { + + m_imagestore = new Dictionary(); + m_priorities = new SortedList(); + m_priorityresolver = new Dictionary(); m_client = client; m_assetCache = pAssetCache; if (pAssetCache != null) - MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true); + m_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) + public void EnqueueReq(TextureRequestArgs newRequest) { - if (m_shuttingdown) - return; + //newRequest is the properties of our new texture fetch request. + //Basically, here is where we queue up "new" requests.. + // .. or modify existing requests to suit. - //if (req.RequestType == 1) // avatar body texture! - // return; + //Make sure we're not shutting down.. + if (!m_shuttingdown) + { - 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) - //{ + //Do we already know about this UUID? + if (m_imagestore.ContainsKey(newRequest.RequestedAssetID)) + { + //Check the packet sequence to make sure this isn't older than + //one we've already received - //} + J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID]; - pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID; - pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority; + //if (newRequest.requestSequence > imgrequest.m_lastSequence) + //{ + imgrequest.m_lastSequence = newRequest.requestSequence; - lock (pq[PQHandles[req.RequestedAssetID]].data) - pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber); - } + //First of all, is this being killed? + if (newRequest.Priority == 0.0f && newRequest.DiscardLevel == -1) + { + //Remove the old priority + m_priorities.Remove(imgrequest.m_designatedPriorityKey); + m_imagestore.Remove(imgrequest.m_requestedUUID); + imgrequest = null; + } + else + { - /// - /// 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; - //m_log.Debug("AssetCallback for assetId" + assetID); + //Check the priority + double priority = imgrequest.m_requestedPriority; + if (priority != newRequest.Priority) + { + //Remove the old priority + m_priorities.Remove(imgrequest.m_designatedPriorityKey); + //Assign a new unique priority + imgrequest.m_requestedPriority = newRequest.Priority; + imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); + } - 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; + //Update the requested discard level + imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; + + //Update the requested packet number + imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; + + //Run an update + imgrequest.RunUpdate(); + } + //} } - } - //else + else + { + J2KImage imgrequest = new J2KImage(); - pq[PQHandles[assetID]].data.asset = asset; + //Assign our missing substitute + imgrequest.m_MissingSubstitute = m_missingsubstitute; - //lock (pq[PQHandles[assetID]].data) - pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, pq[PQHandles[assetID]].data.CurrentPacket); - } + //Assign our decoder module + imgrequest.m_j2kDecodeModule = m_j2kDecodeModule; - /// - /// 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; + //Assign our asset cache module + imgrequest.m_assetCache = m_assetCache; - 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); + //Assign a priority based on our request + imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); - // 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; - } + //Assign the requested discard level + imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; - // Is the asset missing? - if (process.data.Missing) - { + //Assign the requested packet number + imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; - //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 - bool done = false; - for (int i = 0; i < (2*(process.data.DiscardLevel) + 1)*2; i++) - if (!process.data.SendPacket(m_client)) - { - done = true; - pq[h] -= (500000*i); - break; - } - if (!done) - { - for (int i = 0; i < (2 * (5- process.data.DiscardLevel) + 1) * 2; i++) - if (!process.data.SendPacket(m_client)) - { - done = true; - 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; - } - } + //Assign the requested priority + imgrequest.m_requestedPriority = newRequest.Priority; - //pq[h] = process; - } + //Assign the asset uuid + imgrequest.m_requestedUUID = newRequest.RequestedAssetID; - // uncomment the following line to see the upper most asset and the priority - //m_log.Debug(process.ToString()); + m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest); + + //Run an update + imgrequest.RunUpdate(); - // 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) + private double AssignPriority(UUID pAssetID, double pPriority) { - // are we shutting down? if so, end. - if (m_shuttingdown) - return; - - lock (PQHandles) + + //First, find out if we can just assign directly + if (m_priorityresolver.ContainsKey((int)pPriority) == false) { - // 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); - } + m_priorities.Add((double)((int)pPriority), pAssetID); + m_priorityresolver.Add((int)pPriority, 0); + return (double)((int)pPriority); } - } - - /// - /// 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) + else { - if (PQHandles.ContainsKey(AssetId)) - { - IPriorityQueueHandle> h = PQHandles[AssetId]; - PQHandles.Remove(AssetId); - pq.Delete(h); - } + //Use the hash lookup goodness of a secondary dictionary to find a free slot + double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1)); + m_priorities[mFreePriority] = pAssetID; + m_priorityresolver[(int)pPriority]++; + return mFreePriority; } - } - /// - /// 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) + } + + public void ProcessImageQueue(int count) + { + + //Count is the number of textures we want to process in one go. + //As part of this class re-write, that number will probably rise + //since we're processing in a more efficient manner. + + int numCollected = 0; + //First of all make sure our packet queue isn't above our threshold + if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < 200) { - if (PQHandles.ContainsKey(AssetId)) + + for (int x = m_priorities.Count - 1; x > -1; x--) { - h = PQHandles[AssetId]; - pq[h] = pq[h].SetPriority(priority); + + J2KImage imagereq = m_imagestore[m_priorities.Values[x]]; + if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel) + { - } - else - { - J2KImage newreq = new J2KImage(); - newreq.requestedUUID = AssetId; - pq.Add(ref h, new Prio(newreq, priority)); - PQHandles.Add(AssetId, h); + numCollected++; + //SendPackets will send up to ten packets per cycle + //m_log.Debug("Processing packet with priority of " + imagereq.m_designatedPriorityKey.ToString()); + if (imagereq.SendPackets(m_client)) + { + //Send complete + imagereq.m_completedSendAtCurrentDiscardLevel = true; + //Re-assign priority to bottom + //Remove the old priority + m_priorities.Remove(imagereq.m_designatedPriorityKey); + int lowest; + if (m_priorities.Count > 0) + { + lowest = (int)m_priorities.Keys[0]; + lowest--; + } + else + { + lowest = -10000; + } + m_priorities.Add((double)lowest, imagereq.m_requestedUUID); + imagereq.m_designatedPriorityKey = (double)lowest; + if (m_priorityresolver.ContainsKey((int)lowest)) + { + m_priorityresolver[(int)lowest]++; + } + else + { + m_priorityresolver.Add((int)lowest, 0); + } + } + //m_log.Debug("...now has priority of " + imagereq.m_designatedPriorityKey.ToString()); + if (numCollected == count) + { + break; + } + } } } + + + } - /// - /// Okay, we're ending. Clean up on isle 9 - /// + //Faux destructor public void Close() { + m_shuttingdown = true; - - lock (pq) - { - while (!pq.IsEmpty) - { - pq.DeleteMin(); - } - } - - lock (PQHandles) - PQHandles.Clear(); + m_j2kDecodeModule = null; + m_assetCache = null; m_client = null; } + + } - /// - /// Image Data for this send - /// Encapsulates the image sending data and method - /// + /* + * + * J2KImage + * + * We use this class to store image data and associated request data and attributes + * + * + * + */ + public class J2KImage { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private AssetBase m_asset_ref = null; - public volatile int LastPacketNum = 0; - public volatile int DiscardLimit = 0; - public volatile bool dataRequested = false; + public double m_designatedPriorityKey; + public double m_requestedPriority = 0.0d; + public uint m_lastSequence = 0; + public uint m_requestedPacketNumber; + public sbyte m_requestedDiscardLevel; + public UUID m_requestedUUID; + public IJ2KDecoder m_j2kDecodeModule; + public IAssetCache m_assetCache; 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) + public AssetBase m_MissingSubstitute = null; + public bool m_decoded = false; + public bool m_completedSendAtCurrentDiscardLevel; + + private sbyte m_discardLevel=-1; + private uint m_packetNumber; + private bool m_decoderequested = false; + private bool m_hasasset = false; + private bool m_asset_requested = false; + private bool m_sentinfo = false; + private uint m_stopPacket = 0; + private const int cImagePacketSize = 1000; + private const int cFirstPacketSize = 600; + private AssetBase m_asset = null; + + + public uint m_pPacketNumber { - m_asset_ref = asset; + get { return m_packetNumber; } } - - public J2KImage() + public uint m_pStopPacketNumber { - + get { return m_stopPacket; } } - public AssetBase asset + public byte[] Data { - set { m_asset_ref = value; } + get { return m_asset.Data; } } - // 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 + public ushort TexturePacketCount() { - get { return m_asset_ref.FullID; } + if (!m_decoded) + return 0; + return (ushort)(((m_asset.Data.Length - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1); } - /// - /// Asset Data - /// - public byte[] Data + public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers) { - get { return m_asset_ref.Data; } + Layers = layers; + m_decoded = true; + RunUpdate(); } - /// - /// Returns true if we have the asset - /// - public bool HasData + public void AssetDataCallback(UUID AssetID, AssetBase asset) { - get { return !(m_asset_ref == null); } + m_hasasset = true; + if (asset == null || asset.Data == null) + { + m_asset = m_MissingSubstitute; + } + else + { + m_asset = asset; + } + RunUpdate(); } - /// - /// Called from the PriorityQueue handle .ToString(). Prints data on this asset - /// - /// - public override string ToString() + private int GetPacketForBytePosition(int bytePosition) { - return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket); + return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1; } - - /// - /// 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() + public int LastPacketSize() { - if (!HasData) - return 0; - return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1; + if (m_packetNumber == 1) + return m_asset.Data.Length; + return (m_asset.Data.Length - cFirstPacketSize) % cImagePacketSize; } - - /// - /// Returns the current byte offset for this transfer, calculated from - /// the CurrentPacket - /// - /// Current byte offset for this transfer + public int CurrentBytePosition() { - if (CurrentPacket == 0) + if (m_packetNumber == 0) return 0; - if (CurrentPacket == 1) - return FIRST_IMAGE_PACKET_SIZE; + if (m_packetNumber == 1) + return cFirstPacketSize; - int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE; + int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize; if (result < 0) { - result = FIRST_IMAGE_PACKET_SIZE; + result = cFirstPacketSize; } 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) + public bool SendFirstPacket(LLClientView client) { - //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) + // Do we have less then 1 packet's worth of data? + if (m_asset.Data.Length <= cFirstPacketSize) { - 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; + // Send only 1 packet + client.SendImageFirstPart(1, m_requestedUUID, (uint)m_asset.Data.Length, m_asset.Data, 2); + m_stopPacket = 0; + return true; } else { - // No layers, send full image - DiscardLevel = 0; - StopPacket = TexturePacketCount(); - 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; + byte[] firstImageData = new byte[cFirstPacketSize]; + try + { + Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize); + client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_asset.Data.Length, firstImageData, 2); } - else + catch (Exception) { - // 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) - { - m_log.Error(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 + m_log.Error("Texture block copy failed. Possibly out of memory?"); + return true; } } + return false; - // 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) - // m_log.Debug("ENdPacket"); - //m_log.Debug(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize)); - - bool atEnd = false; + } + private bool SendPacket(LLClientView client) + { + bool complete = false; + int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize; - // edge case - if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset_ref.Data.Length) + if ((CurrentBytePosition() + cImagePacketSize) > m_asset.Data.Length) { imagePacketSize = LastPacketSize(); - atEnd = true; - // edge case 2! - if ((CurrentBytePosition() + imagePacketSize) > m_asset_ref.Data.Length) + complete=true; + if ((CurrentBytePosition() + imagePacketSize) > m_asset.Data.Length) { - imagePacketSize = m_asset_ref.Data.Length - CurrentBytePosition(); - atEnd = true; + imagePacketSize = m_asset.Data.Length - CurrentBytePosition(); + complete = true; } } + + //It's concievable that the client might request packet one + //from a one packet image, which is really packet 0, + //which would leave us with a negative imagePacketSize.. + if (imagePacketSize > 0) + { + byte[] imageData = new byte[imagePacketSize]; + try + { + Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); + } + catch (Exception e) + { + m_log.Error("Error copying texture block. Out of memory? imagePacketSize was " + imagePacketSize.ToString() + " on packet " + m_packetNumber.ToString() + " out of " + m_stopPacket.ToString() + ". Exception: " + e.ToString()); + return false; + } - byte[] imageData = new byte[imagePacketSize]; - try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); } - catch (Exception e) + //Send the packet + client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData); + + } + if (complete) { - m_log.Error(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())); - m_log.Error(e.ToString()); - //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString()); - //m_cancel = true; - //m_sending = false; return false; } + else + { + return true; + } - // Send next packet to the client - client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData); - ++CurrentPacket; + } + public bool SendPackets(LLClientView client) + { - if (atEnd) - CurrentPacket = StopPacket + 1; + if (!m_completedSendAtCurrentDiscardLevel) + { + if (m_packetNumber <= m_stopPacket) + { - return true; - } + bool SendMore = true; + if (!m_sentinfo || (m_packetNumber == 0)) + { + if (SendFirstPacket(client)) + { + SendMore = false; + } + m_sentinfo = true; + m_packetNumber++; + } - } + if (m_packetNumber < 2) + { + m_packetNumber = 2; + } + + int count=0; + while (SendMore && count < 5 && m_packetNumber <= m_stopPacket) + { + count++; + SendMore = SendPacket(client); + m_packetNumber++; + } + if (m_packetNumber > m_stopPacket) + { - /// - /// 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; + return true; - public Prio(D data, int priority) - { - this.data = data; - this.priority = priority; - } + } - public int CompareTo(Prio that) - { - return priority.CompareTo(that.priority); - } + } - public bool Equals(Prio that) - { - return priority == that.priority; + } + return false; } - public static Prio operator +(Prio tp, int delta) + public void RunUpdate() { - return new Prio(tp.data, tp.priority + delta); - } + //This is where we decide what we need to update + //and assign the real discardLevel and packetNumber + //assuming of course that the connected client might be bonkers - public static bool operator <(Prio tp, int check) - { - return (tp.priority < check); - } + if (!m_hasasset) + { - public static bool operator >(Prio tp, int check) - { - return (tp.priority > check); - } + if (!m_asset_requested) + { + m_asset_requested = true; + m_assetCache.GetAsset(m_requestedUUID, AssetDataCallback, true); - 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); + if (!m_decoded) + { + //We need to decode the requested image first + if (!m_decoderequested) + { + //Request decode + m_decoderequested = true; + // Do we have a jpeg decoder? + if (m_j2kDecodeModule != null) + { + // Send it off to the jpeg decoder + m_j2kDecodeModule.decode(m_requestedUUID, Data, J2KDecodedCallback); + + } + else + { + J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]); + } + } + + } + else + { + + + //discardLevel of -1 means just update the priority + if (m_requestedDiscardLevel != -1) + { + + //Evaluate the discard level + //First, is it positive? + if (m_requestedDiscardLevel >= 0) + { + if (m_requestedDiscardLevel > Layers.Length - 1) + { + m_discardLevel = (sbyte)(Layers.Length - 1); + } + else + { + m_discardLevel = m_requestedDiscardLevel; + } + + //Calculate the m_stopPacket + if (Layers.Length > 0) + { + m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End); + } + else + { + m_stopPacket = TexturePacketCount(); + } + //Don't reset packet number unless we're waiting or it's ahead of us + if (m_completedSendAtCurrentDiscardLevel || m_requestedPacketNumber>m_packetNumber) + { + m_packetNumber = m_requestedPacketNumber; + } + + if (m_packetNumber <= m_stopPacket) + { + m_completedSendAtCurrentDiscardLevel = false; + } + + } + + } + } + } } + } } diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs index 6bfa864..ef1f34a 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs @@ -82,6 +82,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP internal LLPacketThrottle AssetThrottle; internal LLPacketThrottle TextureThrottle; internal LLPacketThrottle TotalThrottle; + + /// + /// The number of packets in the OutgoingPacketQueue + /// + /// + internal int TextureOutgoingPacketQueueCount + { + get + { + if (TextureOutgoingPacketQueue == null) + return 0; + return TextureOutgoingPacketQueue.Count; + } + } // private long LastThrottle; // private long ThrottleInterval; -- cgit v1.1