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.
---
.../Modules/Agent/TextureSender/TextureSender.cs | 220 +++++++++++++++++++++
1 file changed, 220 insertions(+)
create mode 100644 OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs
(limited to 'OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs')
diff --git a/OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs b/OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs
new file mode 100644
index 0000000..37b0652
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/Agent/TextureSender/TextureSender.cs
@@ -0,0 +1,220 @@
+/*
+ * 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.Reflection;
+using libsecondlife.Packets;
+using log4net;
+using OpenSim.Framework;
+using OpenSim.Region.Environment.Interfaces;
+
+namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
+{
+ ///
+ /// A TextureSender handles the process of receiving a texture requested by the client from the
+ /// AssetCache, and then sending that texture back to the client.
+ ///
+ public class TextureSender : ITextureSender
+ {
+ private static readonly ILog m_log
+ = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ ///
+ /// Records the number of times texture send has been called.
+ ///
+ public int counter = 0;
+
+ ///
+ /// Holds the texture asset to send.
+ ///
+ private AssetBase m_asset;
+
+ //public LLUUID assetID { get { return m_asset.FullID; } }
+
+ ///
+ /// This is actually the number of extra packets required to send the texture data! We always assume
+ /// at least one is required.
+ ///
+ private int NumPackets = 0;
+
+ ///
+ /// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
+ /// at the 600th byte (0th indexed).
+ ///
+ private int PacketCounter = 0;
+
+ // See ITextureSender
+ public bool Cancel
+ {
+ get { return false; }
+ set { m_cancel = value; }
+ }
+
+ private bool m_cancel = false;
+
+ // See ITextureSender
+ public bool Sending
+ {
+ get { return false; }
+ set { m_sending = value; }
+ }
+
+ private bool m_sending = false;
+
+ public bool ImageLoaded = false;
+
+ private IClientAPI RequestUser;
+
+ private int RequestedDiscardLevel = -1;
+ private uint StartPacketNumber = 0;
+
+ public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
+ {
+ RequestUser = client;
+ RequestedDiscardLevel = discardLevel;
+ StartPacketNumber = packetNumber;
+ }
+
+ ///
+ /// Load up the texture data to send.
+ ///
+ ///
+ /// A
+ ///
+ public void TextureReceived(AssetBase asset)
+ {
+ m_asset = asset;
+ NumPackets = CalculateNumPackets(asset.Data.Length);
+ PacketCounter = (int) StartPacketNumber;
+ ImageLoaded = true;
+ }
+
+ // See ITextureSender
+ public void UpdateRequest(int discardLevel, uint packetNumber)
+ {
+ RequestedDiscardLevel = discardLevel;
+ StartPacketNumber = packetNumber;
+ PacketCounter = (int) StartPacketNumber;
+ }
+
+ // See ITextureSender
+ public bool SendTexturePacket()
+ {
+ //m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
+
+ SendPacket();
+ counter++;
+ if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
+ ((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets/(RequestedDiscardLevel + 1)))))
+ {
+ return true;
+ }
+ return false;
+ }
+
+ ///
+ /// Sends a texture packet to the client.
+ ///
+ private void SendPacket()
+ {
+ if (PacketCounter <= NumPackets)
+ {
+ if (PacketCounter == 0)
+ {
+ if (NumPackets == 0)
+ {
+ ImageDataPacket im = new ImageDataPacket();
+ im.Header.Reliable = false;
+ im.ImageID.Packets = 1;
+ im.ImageID.ID = m_asset.FullID;
+ im.ImageID.Size = (uint) m_asset.Data.Length;
+ im.ImageData.Data = m_asset.Data;
+ im.ImageID.Codec = 2;
+ RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
+ PacketCounter++;
+ }
+ else
+ {
+ ImageDataPacket im = new ImageDataPacket();
+ im.Header.Reliable = false;
+ im.ImageID.Packets = (ushort) (NumPackets);
+ im.ImageID.ID = m_asset.FullID;
+ im.ImageID.Size = (uint) m_asset.Data.Length;
+ im.ImageData.Data = new byte[600];
+ Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
+ im.ImageID.Codec = 2;
+ RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
+ PacketCounter++;
+ }
+ }
+ else
+ {
+ ImagePacketPacket im = new ImagePacketPacket();
+ im.Header.Reliable = false;
+ im.ImageID.Packet = (ushort) (PacketCounter);
+ im.ImageID.ID = m_asset.FullID;
+ int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
+ if (size > 1000) size = 1000;
+ im.ImageData.Data = new byte[size];
+ try
+ {
+ Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
+ }
+ catch (ArgumentOutOfRangeException)
+ {
+ m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
+ m_asset.FullID.ToString() );
+ return;
+ }
+ RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
+ PacketCounter++;
+ }
+ }
+ }
+
+ ///
+ /// Calculate the number of packets that will be required to send the texture loaded into this sender
+ /// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
+ ///
+ ///
+ ///
+ private int CalculateNumPackets(int length)
+ {
+ int numPackets = 0;
+
+ if (length > 600)
+ {
+ //over 600 bytes so split up file
+ int restData = (length - 600);
+ int restPackets = ((restData + 999)/1000);
+ numPackets = restPackets;
+ }
+
+ return numPackets;
+ }
+ }
+}
\ No newline at end of file
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