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')
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