From edd393ff308db2bf6802654dc37de6aa6a10f78a Mon Sep 17 00:00:00 2001
From: John Hurliman
Date: Tue, 20 Oct 2009 11:58:23 -0700
Subject: Reverting the deletion of files related to texture sending until we
figure out exactly what is and isn't needed
---
.../TextureDownload/UserTextureDownloadService.cs | 265 +++++++++++++++++++++
1 file changed, 265 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
(limited to 'OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs')
diff --git a/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
new file mode 100644
index 0000000..19f0f90
--- /dev/null
+++ b/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
@@ -0,0 +1,265 @@
+/*
+ * 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 OpenSimulator 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 System.Reflection;
+using log4net;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications.Limit;
+using OpenSim.Framework.Statistics;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.CoreModules.Agent.TextureDownload
+{
+ ///
+ /// This module sets up texture senders in response to client texture requests, and places them on a
+ /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
+ /// asset cache).
+ ///
+ public class UserTextureDownloadService
+ {
+// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// True if the service has been closed, probably because a user with texture requests still queued
+ /// logged out.
+ ///
+ private bool closed;
+
+ ///
+ /// We will allow the client to request the same texture n times before dropping further requests
+ ///
+ /// This number includes repeated requests for the same texture at different resolutions (which we don't
+ /// currently handle properly as far as I know). However, this situation should be handled in a more
+ /// sophisticated way.
+ ///
+// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
+
+ ///
+ /// XXX Also going to limit requests for found textures.
+ ///
+// private readonly IRequestLimitStrategy foundTextureLimitStrategy
+// = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS);
+
+// private readonly IClientAPI m_client;
+ private readonly Scene m_scene;
+
+ ///
+ /// Texture Senders are placed in this queue once they have received their texture from the asset
+ /// cache. Another module actually invokes the send.
+ ///
+// private readonly OpenSim.Framework.BlockingQueue m_sharedSendersQueue;
+
+ ///
+ /// Holds texture senders before they have received the appropriate texture from the asset cache.
+ ///
+ private readonly Dictionary m_textureSenders = new Dictionary();
+
+ ///
+ /// We're going to limit requests for the same missing texture.
+ /// XXX This is really a temporary solution to deal with the situation where a client continually requests
+ /// the same missing textures
+ ///
+// private readonly IRequestLimitStrategy missingTextureLimitStrategy
+// = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS);
+
+ public UserTextureDownloadService(
+ IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue sharedQueue)
+ {
+// m_client = client;
+ m_scene = scene;
+// m_sharedSendersQueue = sharedQueue;
+ }
+
+ ///
+ /// Handle a texture request. This involves creating a texture sender and placing it on the
+ /// previously passed in shared queue.
+ ///
+ ///
+ public void HandleTextureRequest(TextureRequestArgs e)
+ {
+
+ //TextureSender.TextureSender textureSender;
+
+ //TODO: should be working out the data size/ number of packets to be sent for each discard level
+ //if ((e.DiscardLevel >= 0) || (e.Priority != 0))
+ //{
+ //lock (m_textureSenders)
+ //{
+ //if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
+ //{
+ // If we've received new non UUID information for this request and it hasn't dispatched
+ // yet, then update the request accordingly.
+ // textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
+ //}
+ //else
+ //{
+ // m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
+
+ //if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
+ //{
+ // m_log.DebugFormat(
+ // "[TEXTURE]: Refusing request for {0} from client {1}",
+ // e.RequestedAssetID, m_client.AgentId);
+
+ //return;
+ //}
+ //else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
+ //{
+ // if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
+ // {
+ // if (StatsManager.SimExtraStats != null)
+ // StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
+
+ // Commenting out this message for now as it causes too much noise with other
+ // debug messages.
+ // m_log.DebugFormat(
+ // "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
+ // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
+ // }
+
+ // return;
+ //}
+
+ m_scene.StatsReporter.AddPendingDownloads(1);
+
+ //TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
+ //m_textureSenders.Add(e.RequestedAssetID, null);
+
+ m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
+
+
+ }
+
+ protected void TextureReceived(string id, Object sender, AssetBase asset)
+ {
+ if (asset != null)
+ TextureCallback(asset.FullID, asset);
+ }
+
+ ///
+ /// The callback for the asset cache when a texture has been retrieved. This method queues the
+ /// texture sender for processing.
+ ///
+ ///
+ ///
+ public void TextureCallback(UUID textureID, AssetBase texture)
+ {
+ //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
+
+ // There may still be texture requests pending for a logged out client
+ if (closed)
+ return;
+
+ /*
+ lock (m_textureSenders)
+ {
+ TextureSender.TextureSender textureSender;
+ if (m_textureSenders.TryGetValue(textureID, out textureSender))
+ {
+ // XXX It may be perfectly valid for a texture to have no data... but if we pass
+ // this on to the TextureSender it will blow up, so just discard for now.
+ // Needs investigation.
+ if (texture == null || texture.Data == null)
+ {
+ if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
+ {
+ missingTextureLimitStrategy.MonitorRequests(textureID);
+
+ // m_log.DebugFormat(
+ // "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
+ // textureID, m_client.AgentId);
+ }
+
+ ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
+ EnqueueTextureSender(textureNotFoundSender);
+ }
+ else
+ {
+ if (!textureSender.ImageLoaded)
+ {
+ textureSender.TextureReceived(texture);
+ EnqueueTextureSender(textureSender);
+
+ foundTextureLimitStrategy.MonitorRequests(textureID);
+ }
+ }
+
+ //m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
+ m_textureSenders.Remove(textureID);
+ //m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
+ }
+ else
+ {
+ m_log.WarnFormat(
+ "[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
+ textureID);
+ }
+ }
+ */
+ }
+
+ ///
+ /// Place a ready texture sender on the processing queue.
+ ///
+ ///
+// private void EnqueueTextureSender(ITextureSender textureSender)
+// {
+// textureSender.Cancel = false;
+// textureSender.Sending = true;
+//
+// if (!m_sharedSendersQueue.Contains(textureSender))
+// {
+// m_sharedSendersQueue.Enqueue(textureSender);
+// }
+// }
+
+ ///
+ /// Close this module.
+ ///
+ internal void Close()
+ {
+ closed = true;
+
+ lock (m_textureSenders)
+ {
+ foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
+ {
+ textureSender.Cancel = true;
+ }
+
+ m_textureSenders.Clear();
+ }
+
+ // XXX: It might be possible to also remove pending texture requests from the asset cache queues,
+ // though this might also be more trouble than it's worth.
+ }
+ }
+}
--
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