/* * 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.Collections.Generic; using System.Threading; using libsecondlife; using libsecondlife.Packets; using OpenSim.Framework.Console; namespace OpenSim.Framework.Communications.Cache { public delegate void AssetRequestCallback(LLUUID assetID, AssetBase asset); /// /// Manages local cache of assets and their sending to viewers. /// public class AssetCache : IAssetReceiver { public Dictionary Assets; public Dictionary Textures; public List AssetRequests = new List(); //assets ready to be sent to viewers public List TextureRequests = new List(); //textures ready to be sent public Dictionary RequestedAssets = new Dictionary(); //Assets requested from the asset server public Dictionary RequestedTextures = new Dictionary(); //Textures requested from the asset server public Dictionary RequestLists = new Dictionary(); private IAssetServer m_assetServer; private Thread m_assetCacheThread; private LogBase m_log; /// /// /// public AssetCache(IAssetServer assetServer, LogBase log) { log.Verbose("ASSETSTORAGE", "Creating Asset cache"); m_assetServer = assetServer; m_assetServer.SetReceiver(this); Assets = new Dictionary(); Textures = new Dictionary(); m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); m_assetCacheThread.IsBackground = true; m_assetCacheThread.Start(); m_log = log; } /// /// /// public void RunAssetManager() { while (true) { try { ProcessAssetQueue(); Thread.Sleep(500); } catch (Exception e) { m_log.Error("ASSETCACHE", e.ToString()); } } } /// /// Only get an asset if we already have it in the cache. /// /// /// private AssetBase GetCachedAsset(LLUUID assetID) { AssetBase asset = null; if (Textures.ContainsKey(assetID)) { asset = Textures[assetID]; } else if (Assets.ContainsKey(assetID)) { asset = Assets[assetID]; } return asset; } public void GetAsset(LLUUID assetID, AssetRequestCallback callback) { AssetBase asset = null; if (Textures.ContainsKey(assetID)) { asset = Textures[assetID]; } else if (Assets.ContainsKey(assetID)) { asset = Assets[assetID]; } if (asset != null) { callback(assetID, asset); } else { NewAssetRequest req = new NewAssetRequest(assetID, callback); if (RequestLists.ContainsKey(assetID)) { lock (RequestLists) { RequestLists[assetID].Requests.Add(req); } } else { AssetRequestsList reqList = new AssetRequestsList(assetID); reqList.Requests.Add(req); lock (RequestLists) { RequestLists.Add(assetID, reqList); } } m_assetServer.RequestAsset(assetID, false); } } /// /// Get an asset. If the asset isn't in the cache, a request will be made to the persistent store to /// load it into the cache. /// /// XXX We'll keep polling the cache until we get the asset or we exceed /// the allowed number of polls. This isn't a very good way of doing things since a single thread /// is processing inbound packets, so if the asset server is slow, we could block this for up to /// the timeout period. What we might want to do is register asynchronous callbacks on asset /// receipt in the same manner as the nascent (but not yet active) TextureDownloadModule. Of course, /// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the /// asset is much more likely to have made it into the cache. /// /// /// /// null if the asset could not be retrieved public AssetBase GetAsset(LLUUID assetID, bool isTexture) { // I'm not going over 3 seconds since this will be blocking processing of all the other inbound // packets from the client. int pollPeriod = 200; int maxPolls = 15; AssetBase asset = GetCachedAsset(assetID); if (asset != null) { return asset; } m_assetServer.RequestAsset(assetID, isTexture); do { Thread.Sleep(pollPeriod); asset = GetCachedAsset(assetID); if (asset != null) { return asset; } } while (--maxPolls > 0); MainLog.Instance.Warn( "ASSETCACHE", "Asset {0} was not received before the retrieval timeout was reached"); return null; } /// /// Add an asset to both the persistent store and the cache. /// /// public void AddAsset(AssetBase asset) { string temporary = asset.Temporary ? "temporary" : ""; string type = asset.Type == 0 ? "texture" : "asset"; string result = "Ignored"; if (asset.Type == 0) { if (Textures.ContainsKey(asset.FullID)) { result = "Duplicate ignored."; } else { TextureImage textur = new TextureImage(asset); Textures.Add(textur.FullID, textur); if (asset.Temporary) { result = "Added to cache"; } else { m_assetServer.StoreAndCommitAsset(asset); result = "Added to server"; } } } else { if (Assets.ContainsKey(asset.FullID)) { result = "Duplicate ignored."; } else { AssetInfo assetInf = new AssetInfo(asset); Assets.Add(assetInf.FullID, assetInf); if (asset.Temporary) { result = "Added to cache"; } else { m_assetServer.StoreAndCommitAsset(asset); result = "Added to server"; } } } m_log.Verbose("ASSETCACHE", "Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result); } public void DeleteAsset(LLUUID assetID) { // this.m_assetServer.DeleteAsset(assetID); //Todo should delete it from memory too } public AssetBase CopyAsset(LLUUID assetID) { AssetBase asset = GetCachedAsset(assetID); if (asset == null) return null; asset.FullID = LLUUID.Random(); // TODO: check for conflicts AddAsset(asset); return asset; } public void AssetReceived(AssetBase asset, bool IsTexture) { if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server { //check if it is a texture or not //then add to the correct cache list //then check for waiting requests for this asset/texture (in the Requested lists) //and move those requests into the Requests list. if (IsTexture) { //Console.WriteLine("asset received from asset server"); TextureImage image = new TextureImage(asset); if (!Textures.ContainsKey(image.FullID)) { Textures.Add(image.FullID, image); if (RequestedTextures.ContainsKey(image.FullID)) { AssetRequest req = RequestedTextures[image.FullID]; req.ImageInfo = image; req.NumPackets = CalculateNumPackets(image.Data); RequestedTextures.Remove(image.FullID); TextureRequests.Add(req); } } } else { AssetInfo assetInf = new AssetInfo(asset); if (!Assets.ContainsKey(assetInf.FullID)) { Assets.Add(assetInf.FullID, assetInf); if (RequestedAssets.ContainsKey(assetInf.FullID)) { AssetRequest req = RequestedAssets[assetInf.FullID]; req.AssetInf = assetInf; req.NumPackets = CalculateNumPackets(assetInf.Data); RequestedAssets.Remove(assetInf.FullID); AssetRequests.Add(req); } } } if (RequestLists.ContainsKey(asset.FullID)) { AssetRequestsList reqList = RequestLists[asset.FullID]; foreach (NewAssetRequest req in reqList.Requests) { req.Callback(asset.FullID, asset); } lock (RequestLists) { RequestLists.Remove(asset.FullID); reqList.Requests.Clear(); } } } } public void AssetNotFound(LLUUID assetID) { //if (this.RequestedTextures.ContainsKey(assetID)) //{ // MainLog.Instance.Warn("ASSET CACHE", "sending image not found for {0}", assetID); // AssetRequest req = this.RequestedTextures[assetID]; // ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket(); // notFound.ImageID.ID = assetID; // req.RequestUser.OutPacket(notFound); // this.RequestedTextures.Remove(assetID); //} //else //{ // MainLog.Instance.Error("ASSET CACHE", "Cound not send image not found for {0}", assetID); //} } private int CalculateNumPackets(byte[] data) { const uint m_maxPacketSize = 600; int numPackets = 1; if (data.LongLength > m_maxPacketSize) { // over max number of bytes so split up file long restData = data.LongLength - m_maxPacketSize; int restPackets = (int) ((restData + m_maxPacketSize - 1)/m_maxPacketSize); numPackets += restPackets; } return numPackets; } #region Assets /// /// /// /// /// public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest) { LLUUID requestID = null; byte source = 2; if (transferRequest.TransferInfo.SourceType == 2) { //direct asset request requestID = new LLUUID(transferRequest.TransferInfo.Params, 0); } else if (transferRequest.TransferInfo.SourceType == 3) { //inventory asset request requestID = new LLUUID(transferRequest.TransferInfo.Params, 80); source = 3; //Console.WriteLine("asset request " + requestID); } //check to see if asset is in local cache, if not we need to request it from asset server. //Console.WriteLine("asset request " + requestID); if (!Assets.ContainsKey(requestID)) { //not found asset // so request from asset server if (!RequestedAssets.ContainsKey(requestID)) { AssetRequest request = new AssetRequest(); request.RequestUser = userInfo; request.RequestAssetID = requestID; request.TransferRequestID = transferRequest.TransferInfo.TransferID; request.AssetRequestSource = source; request.Params = transferRequest.TransferInfo.Params; RequestedAssets.Add(requestID, request); m_assetServer.RequestAsset(requestID, false); } return; } //it is in our cache AssetInfo asset = Assets[requestID]; // add to the AssetRequests list AssetRequest req = new AssetRequest(); req.RequestUser = userInfo; req.RequestAssetID = requestID; req.TransferRequestID = transferRequest.TransferInfo.TransferID; req.AssetRequestSource = source; req.Params = transferRequest.TransferInfo.Params; req.AssetInf = asset; req.NumPackets = CalculateNumPackets(asset.Data); AssetRequests.Add(req); } /// /// /// private void ProcessAssetQueue() { //should move the asset downloading to a module, like has been done with texture downloading if (AssetRequests.Count == 0) { //no requests waiting return; } // if less than 5, do all of them int num = Math.Min(5, AssetRequests.Count); AssetRequest req; for (int i = 0; i < num; i++) { req = (AssetRequest) AssetRequests[i]; //Console.WriteLine("sending asset " + req.RequestAssetID); TransferInfoPacket Transfer = new TransferInfoPacket(); Transfer.TransferInfo.ChannelType = 2; Transfer.TransferInfo.Status = 0; Transfer.TransferInfo.TargetType = 0; if (req.AssetRequestSource == 2) { Transfer.TransferInfo.Params = new byte[20]; Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16); int assType = (int) req.AssetInf.Type; Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4); } else if (req.AssetRequestSource == 3) { Transfer.TransferInfo.Params = req.Params; // Transfer.TransferInfo.Params = new byte[100]; //Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16); //Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16); } Transfer.TransferInfo.Size = (int) req.AssetInf.Data.Length; Transfer.TransferInfo.TransferID = req.TransferRequestID; req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset); if (req.NumPackets == 1) { TransferPacketPacket TransferPacket = new TransferPacketPacket(); TransferPacket.TransferData.Packet = 0; TransferPacket.TransferData.ChannelType = 2; TransferPacket.TransferData.TransferID = req.TransferRequestID; TransferPacket.TransferData.Data = req.AssetInf.Data; TransferPacket.TransferData.Status = 1; req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset); } else { int processedLength = 0; // libsecondlife hardcodes 1500 as the maximum data chunk size int maxChunkSize = 1500; int packetNumber = 0; while (processedLength < req.AssetInf.Data.Length) { TransferPacketPacket TransferPacket = new TransferPacketPacket(); TransferPacket.TransferData.Packet = packetNumber; TransferPacket.TransferData.ChannelType = 2; TransferPacket.TransferData.TransferID = req.TransferRequestID; int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize); byte[] chunk = new byte[chunkSize]; Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length); TransferPacket.TransferData.Data = chunk; // 0 indicates more packets to come, 1 indicates last packet if (req.AssetInf.Data.Length - processedLength > maxChunkSize) { TransferPacket.TransferData.Status = 0; } else { TransferPacket.TransferData.Status = 1; } req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset); processedLength += chunkSize; packetNumber++; } } } //remove requests that have been completed for (int i = 0; i < num; i++) { AssetRequests.RemoveAt(0); } } #endregion public class AssetRequest { public IClientAPI RequestUser; public LLUUID RequestAssetID; public AssetInfo AssetInf; public TextureImage ImageInfo; public LLUUID TransferRequestID; public long DataPointer = 0; public int NumPackets = 0; public int PacketCounter = 0; public bool IsTextureRequest; public byte AssetRequestSource = 2; public byte[] Params = null; //public bool AssetInCache; //public int TimeRequested; public int DiscardLevel = -1; public AssetRequest() { } } public class AssetInfo : AssetBase { public AssetInfo() { } public AssetInfo(AssetBase aBase) { Data = aBase.Data; FullID = aBase.FullID; Type = aBase.Type; InvType = aBase.InvType; Name = aBase.Name; Description = aBase.Description; } } public class TextureImage : AssetBase { public TextureImage() { } public TextureImage(AssetBase aBase) { Data = aBase.Data; FullID = aBase.FullID; Type = aBase.Type; InvType = aBase.InvType; Name = aBase.Name; Description = aBase.Description; } } public class AssetRequestsList { public LLUUID AssetID; public List Requests = new List(); public AssetRequestsList(LLUUID assetID) { AssetID = assetID; } } public class NewAssetRequest { public LLUUID AssetID; public AssetRequestCallback Callback; public NewAssetRequest(LLUUID assetID, AssetRequestCallback callback) { AssetID = assetID; Callback = callback; } } } }