From f5c312bc3c2567449c7268a54a08a54119f58d53 Mon Sep 17 00:00:00 2001
From: Adam Frisby
Date: Wed, 30 Apr 2008 21:16:36 +0000
Subject: * Refactored Environment/Modules directory - modules now reside in
their own directory with any associated module-specific classes. * Each
module directory is currently inside one of the following category folders:
Agent (Anything relating to do with Client<->Server communications.), Avatar
(Anything to do with the avatar or presence inworld), Framework (Classes
modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting
(Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree
modules.) * This should be moved into a seperate project file.
---
.../TextureDownload/UserTextureDownloadService.cs | 252 +++++++++++++++++++++
1 file changed, 252 insertions(+)
create mode 100644 OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
(limited to 'OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs')
diff --git a/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
new file mode 100644
index 0000000..08a22d6
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/Agent/TextureDownload/UserTextureDownloadService.cs
@@ -0,0 +1,252 @@
+/*
+ * 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.Collections.Generic;
+using System.Reflection;
+using libsecondlife;
+using log4net;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications.Limit;
+using OpenSim.Region.Environment.Interfaces;
+using OpenSim.Region.Environment.Modules.Agent.TextureDownload;
+using OpenSim.Region.Environment.Modules.Agent.TextureSender;
+using OpenSim.Region.Environment.Scenes;
+
+namespace OpenSim.Region.Environment.Modules.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);
+
+ ///
+ /// 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;
+
+ ///
+ /// 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);
+
+ ///
+ /// XXX Also going to limit requests for found textures.
+ ///
+ private readonly IRequestLimitStrategy foundTextureLimitStrategy
+ = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS);
+
+ ///
+ /// Holds texture senders before they have received the appropriate texture from the asset cache.
+ ///
+ private readonly Dictionary m_textureSenders = new Dictionary();
+
+ ///
+ /// 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 BlockingQueue m_sharedSendersQueue;
+
+ private readonly Scene m_scene;
+
+ private readonly IClientAPI m_client;
+
+ public UserTextureDownloadService(
+ IClientAPI client, Scene scene, 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
+ {
+ if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
+ {
+// m_log.DebugFormat(
+// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
+// e.RequestedAssetID, m_client.AgentId);
+
+ return;
+ }
+ else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
+ {
+ if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
+ {
+ // Commenting out this message for now as it causes too much noise with other
+ // debug messages.
+ // TODO: possibly record this as a statistic in the future
+ //
+// m_log.DebugFormat(
+// "[USER TEXTURE DOWNLOAD SERVICE]: 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.AddPendingDownloads(1);
+
+ TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
+ m_textureSenders.Add(e.RequestedAssetID, requestHandler);
+
+ m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
+ }
+ }
+ }
+ else
+ {
+ lock (m_textureSenders)
+ {
+ if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
+ {
+ textureSender.Cancel = true;
+ }
+ }
+ }
+ }
+
+ ///
+ /// The callback for the asset cache when a texture has been retrieved. This method queues the
+ /// texture sender for processing.
+ ///
+ ///
+ ///
+ public void TextureCallback(LLUUID textureID, AssetBase texture)
+ {
+ //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
+
+ 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(
+ "[USER TEXTURE DOWNLOAD SERVICE]: 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 SENDER] Removing texture sender with uuid {0}", textureID);
+ m_textureSenders.Remove(textureID);
+ //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
+ }
+ else
+ {
+ m_log.WarnFormat(
+ "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()
+ {
+ lock (m_textureSenders)
+ {
+ foreach( TextureSender.TextureSender textureSender in m_textureSenders.Values )
+ {
+ textureSender.Cancel = true;
+ }
+
+ m_textureSenders.Clear();
+ }
+ }
+ }
+}
\ No newline at end of file
--
cgit v1.1