From 8c0955321a5f0d4de21ceb9b98b4e329e1b56200 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Mon, 24 Mar 2008 18:21:06 +0000 Subject: * Refactor: Genericise request limit strategies and move to OpenSim.Framework.Communications.Limit --- .../Modules/UserTextureDownloadService.cs | 90 ++++++++-------------- 1 file changed, 30 insertions(+), 60 deletions(-) (limited to 'OpenSim/Region/Environment') diff --git a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs index 4fdec65..a688cc8 100644 --- a/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs +++ b/OpenSim/Region/Environment/Modules/UserTextureDownloadService.cs @@ -32,6 +32,7 @@ using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework; +using OpenSim.Framework.Communications.Limit; using OpenSim.Framework.Console; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; @@ -54,27 +55,29 @@ namespace OpenSim.Region.Environment.Modules private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5; /// - /// 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 repeated 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); /// - /// Texture Senders are placed in this queue once they have received their texture from the asset - /// cache. Another module actually invokes the send. + /// XXX Also going to limit repeated requests for found textures. /// - private readonly BlockingQueue m_sharedSendersQueue; + private readonly IRequestLimitStrategy foundTextureLimitStrategy + = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS); /// - /// We're going to record when we get a request for a particular missing texture for each client - /// XXX This is really a temporary solution to deal with the situation where a client continually requests - /// the same missing textures + /// Holds texture senders before they have received the appropriate texture from the asset cache. /// - private readonly Dictionary missingTextureRequestCounts = new Dictionary(); + private readonly Dictionary m_textureSenders = new Dictionary(); /// - /// XXX Also going to record all the textures found and dispatched + /// 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 Dictionary dispatchedTextureRequestCounts = new Dictionary(); + private readonly BlockingQueue m_sharedSendersQueue; private readonly Scene m_scene; @@ -109,50 +112,21 @@ namespace OpenSim.Region.Environment.Modules textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); } else - { - // If we've already told the client we're missing the texture, then don't ask the - // asset server for it again - record the fact that it's missing instead. - // XXX This is to reduce (but not resolve) a current problem where some clients keep - // requesting the same textures - if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID)) + { + if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) { - missingTextureRequestCounts[e.RequestedAssetID] += 1; - - if (missingTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS) - { - if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == missingTextureRequestCounts[e.RequestedAssetID]) - { - m_log.DebugFormat( - "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for {1} since we have received more than {2} requests", - e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); - } - - return; - } + return; } - else - { - // If we keep receiving requests for textures we've already served to the client, - // then stop sending them. This is a short term approach approach to the problem - // of clients which keep requesting the same texture - the long term approach - // will be to treat the cause (and possibly more generally cap the request - // queues as well/instead) - if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID)) + else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) + { + if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID)) { - dispatchedTextureRequestCounts[e.RequestedAssetID] += 1; - - if (dispatchedTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS) - { -// if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == dispatchedTextureRequestCounts[e.RequestedAssetID]) -// { -// m_log.DebugFormat( -// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping further requests for dispatched/queued texture {0} for {1} since we have received more than {2} requests", -// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); -// } - - return; - } - } + m_log.DebugFormat( + "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {1} requests", + e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); + } + + return; } m_scene.AddPendingDownloads(1); @@ -197,9 +171,9 @@ namespace OpenSim.Region.Environment.Modules // Needs investigation. if (texture == null || texture.Data == null) { - if (!missingTextureRequestCounts.ContainsKey(textureID)) + if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID)) { - missingTextureRequestCounts.Add(textureID, 1); + missingTextureLimitStrategy.MonitorRequests(textureID); m_log.DebugFormat( "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}", @@ -216,11 +190,7 @@ namespace OpenSim.Region.Environment.Modules textureSender.TextureReceived(texture); EnqueueTextureSender(textureSender); - // Record the fact that we've put this texture in for dispatch - if (!dispatchedTextureRequestCounts.ContainsKey(textureID)) - { - dispatchedTextureRequestCounts.Add(textureID, 1); - } + foundTextureLimitStrategy.MonitorRequests(textureID); } } -- cgit v1.1