/*
* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using C5;
using OpenSim.Framework.Communications.Cache;
using OpenMetaverse.Imaging;
namespace OpenSim.Region.ClientStack.LindenUDP
{
///
/// Client image priority + discardlevel sender/manager
///
public class LLImageManager
{
///
/// Priority Queue for images. Contains lots of data
///
private readonly IPriorityQueue> pq = new IntervalHeap>();
///
/// Dictionary of PriorityQueue handles by AssetId
///
private readonly Dictionary>> PQHandles =
new Dictionary>>();
private LLClientView m_client;
private readonly AssetCache m_assetCache;
private bool m_shuttingdown = false;
private readonly IJ2KDecoder m_j2kDecodeModule;
private readonly AssetBase MissingSubstitute;
///
/// Client image priority + discardlevel sender/manager
///
/// LLClientView of client
/// The Asset retrieval system
/// The Jpeg2000 Decoder
public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
{
m_client = client;
m_assetCache = pAssetCache;
if (pAssetCache != null)
MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
m_j2kDecodeModule = pJ2kDecodeModule;
}
///
/// Enqueues a texture request
///
/// Request from the client to get a texture
public void EnqueueReq(TextureRequestArgs req)
{
if (m_shuttingdown)
return;
//if (req.RequestType == 1) // avatar body texture!
// return;
AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
//if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
//{
// pq[PQHandles[req.RequestedAssetID]] -= 900000;
//}
//
//if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
//{
//}
pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
lock (pq[PQHandles[req.RequestedAssetID]].data)
pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
}
///
/// Callback for the asset system
///
/// UUID of the asset that we have received
/// AssetBase of the asset that we've received
public void AssetDataCallback(UUID assetID, AssetBase asset)
{
if (m_shuttingdown)
return;
//Console.WriteLine("AssetCallback for assetId" + assetID);
if (asset == null || asset.Data == null)
{
lock (pq)
{
//pq[PQHandles[assetID]].data.Missing = true;
pq[PQHandles[assetID]].data.asset = MissingSubstitute;
pq[PQHandles[assetID]].data.Missing = false;
}
}
//else
pq[PQHandles[assetID]].data.asset = asset;
//lock (pq[PQHandles[assetID]].data)
pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, pq[PQHandles[assetID]].data.CurrentPacket);
}
///
/// Processes the image queue. Pops count elements off and processes them
///
/// number of images to peek off the queue
public void ProcessImageQueue(int count)
{
if (m_shuttingdown)
return;
IPriorityQueueHandle> h = null;
for (int j = 0; j < count; j++)
{
lock (pq)
{
if (!pq.IsEmpty)
{
//peek off the top
Prio process = pq.FindMax(out h);
// Do we have the Asset Data?
if (!process.data.HasData)
{
// Did we request the asset data?
if (!process.data.dataRequested)
{
m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
pq[h].data.dataRequested = true;
}
// Is the asset missing?
if (process.data.Missing)
{
//m_client.sendtextur
pq[h] -= 90000;
/*
{
OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
new OpenMetaverse.Packets.ImageNotInDatabasePacket();
imdback.ImageID =
new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
imdback.ImageID.ID = process.data.requestedUUID;
m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
}
*/
// Substitute a blank image
process.data.asset = MissingSubstitute;
process.data.Missing = false;
// If the priority is less then -4billion, the client has forgotten about it.
if (pq[h] < -400000000)
{
RemoveItemFromQueue(pq[h].data.requestedUUID);
continue;
}
}
// Lower the priority to give the next image a chance
pq[h] -= 100000;
}
else if (process.data.HasData)
{
// okay, we've got the data
lock (process.data)
{
if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
{
process.data.J2KDecodeWaiting = true;
// Do we have a jpeg decoder?
if (m_j2kDecodeModule != null)
{
// Send it off to the jpeg decoder
m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
j2kDecodedCallback);
}
else
{
// no module, no layers, full resolution only
j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
}
} // Are we waiting?
else if (!process.data.J2KDecodeWaiting)
{
// Send more data at a time for higher discard levels
bool done = false;
for (int i = 0; i < (2*(process.data.DiscardLevel) + 1)*2; i++)
if (!process.data.SendPacket(m_client))
{
done = true;
pq[h] -= (500000*i);
break;
}
if (!done)
{
for (int i = 0; i < (2 * (5- process.data.DiscardLevel) + 1) * 2; i++)
if (!process.data.SendPacket(m_client))
{
done = true;
pq[h] -= (500000 * i);
break;
}
}
}
// If the priority is less then -4 billion, the client has forgotten about it, pop it off
if (pq[h] < -400000000)
{
RemoveItemFromQueue(pq[h].data.requestedUUID);
continue;
}
}
//pq[h] = process;
}
// uncomment the following line to see the upper most asset and the priority
//Console.WriteLine(process.ToString());
// Lower priority to give the next image a chance to bubble up
pq[h] -= 50000;
}
}
}
}
///
/// Callback for when the image has been decoded
///
/// The UUID of the Asset
/// The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder
public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
// are we shutting down? if so, end.
if (m_shuttingdown)
return;
lock (PQHandles)
{
// Update our asset data
if (PQHandles.ContainsKey(AssetId))
{
pq[PQHandles[AssetId]].data.Layers = layers;
pq[PQHandles[AssetId]].data.J2KDecode = true;
pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
//lock (pq[PQHandles[AssetId]].data)
pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
// Send the first packet
pq[PQHandles[AssetId]].data.SendPacket(m_client);
}
}
}
///
/// This image has had a good life. It's now expired. Remove it off the queue
///
/// UUID of asset to remove off the queue
private void RemoveItemFromQueue(UUID AssetId)
{
lock (PQHandles)
{
if (PQHandles.ContainsKey(AssetId))
{
IPriorityQueueHandle> h = PQHandles[AssetId];
PQHandles.Remove(AssetId);
pq.Delete(h);
}
}
}
///
/// Adds an image to the queue and update priority
/// if the item is already in the queue, just update the priority
///
/// UUID of the asset
/// Priority to set
private void AddQueueItem(UUID AssetId, int priority)
{
IPriorityQueueHandle> h = null;
lock (PQHandles)
{
if (PQHandles.ContainsKey(AssetId))
{
h = PQHandles[AssetId];
pq[h] = pq[h].SetPriority(priority);
}
else
{
J2KImage newreq = new J2KImage();
newreq.requestedUUID = AssetId;
pq.Add(ref h, new Prio(newreq, priority));
PQHandles.Add(AssetId, h);
}
}
}
///
/// Okay, we're ending. Clean up on isle 9
///
public void Close()
{
m_shuttingdown = true;
lock (pq)
{
while (!pq.IsEmpty)
{
pq.DeleteMin();
}
}
lock (PQHandles)
PQHandles.Clear();
m_client = null;
}
}
///
/// Image Data for this send
/// Encapsulates the image sending data and method
///
public class J2KImage
{
private AssetBase m_asset_ref = null;
public volatile int LastPacketNum = 0;
public volatile int DiscardLimit = 0;
public volatile bool dataRequested = false;
public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
public const int FIRST_IMAGE_PACKET_SIZE = 600;
public const int IMAGE_PACKET_SIZE = 1000;
public volatile int DiscardLevel;
public float Priority;
public volatile int CurrentPacket = 1;
public volatile int StopPacket;
public bool Missing = false;
public bool J2KDecode = false;
public bool J2KDecodeWaiting = false;
private volatile bool sendFirstPacket = true;
// Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
public UUID requestedUUID = UUID.Zero;
public J2KImage(AssetBase asset)
{
m_asset_ref = asset;
}
public J2KImage()
{
}
public AssetBase asset
{
set { m_asset_ref = value; }
}
// We make the asset a reference so that we don't duplicate the byte[]
// it's read only anyway, so no worries here
// we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
///
/// ID of the AssetBase
///
public UUID AssetId
{
get { return m_asset_ref.Metadata.FullID; }
}
///
/// Asset Data
///
public byte[] Data
{
get { return m_asset_ref.Data; }
}
///
/// Returns true if we have the asset
///
public bool HasData
{
get { return !(m_asset_ref == null); }
}
///
/// Called from the PriorityQueue handle .ToString(). Prints data on this asset
///
///
public override string ToString()
{
return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
}
///
/// Returns the total number of packets needed to transfer this texture,
/// including the first packet of size FIRST_IMAGE_PACKET_SIZE
///
/// Total number of packets needed to transfer this texture
public int TexturePacketCount()
{
if (!HasData)
return 0;
return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
}
///
/// Returns the current byte offset for this transfer, calculated from
/// the CurrentPacket
///
/// Current byte offset for this transfer
public int CurrentBytePosition()
{
if (CurrentPacket == 0)
return 0;
if (CurrentPacket == 1)
return FIRST_IMAGE_PACKET_SIZE;
int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
if (result < 0)
{
result = FIRST_IMAGE_PACKET_SIZE;
}
return result;
}
///
/// Returns the size, in bytes, of the last packet. This will be somewhere
/// between 1 and IMAGE_PACKET_SIZE bytes
///
/// Size of the last packet in the transfer
public int LastPacketSize()
{
if (CurrentPacket == 1)
return m_asset_ref.Data.Length;
return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
}
///
/// Find the packet number that contains a given byte position
///
/// Byte position
/// Packet number that contains the given byte position
int GetPacketForBytePosition(int bytePosition)
{
return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
}
///
/// Updates the Image sending limits based on the discard
/// If we don't have any Layers, Send the full texture
///
/// jpeg2000 discard level. 5-0
/// Which packet to start from
public void Update(int discardLevel, int packet)
{
//Requests for 0 means that the client wants us to resend the whole image
//Requests for -1 mean 'update priority but don't change discard level'
if (packet == 0 || packet == -1)
return;
// Check if we've got layers
if (Layers.Length > 0)
{
DiscardLevel = Util.Clamp(discardLevel, 0, Layers.Length - 1);
StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
CurrentPacket = Util.Clamp(packet, 1, TexturePacketCount() - 1);
// sendFirstPacket = true;
}
else
{
// No layers, send full image
DiscardLevel = 0;
StopPacket = TexturePacketCount() - 1;
CurrentPacket = Util.Clamp(packet, 1, TexturePacketCount() - 1);
}
}
///
/// Sends a texture packet to the client.
///
/// Client to send texture to
/// true if a packet was sent, false if not
public bool SendPacket(LLClientView client)
{
// If we've hit the end of the send or if the client set -1, return false.
if (CurrentPacket > StopPacket || StopPacket == -1)
return false;
// The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
// This packet only gets sent once unless we're restarting the transfer from 0!
if (sendFirstPacket)
{
sendFirstPacket = false;
// Do we have less then 1 packet's worth of data?
if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
{
// Send only 1 packet
client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
return true;
}
else
{
// Send first packet
byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
catch (Exception)
{
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
//m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
//m_cancel = true;
//m_sending = false;
return false;
}
client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
++CurrentPacket; // sets CurrentPacket to 1
}
}
// figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
// we know that the total image size is greater then 1000 if we're here
int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
//if (imagePacketSize > 0)
// imagePacketSize = IMAGE_PACKET_SIZE;
//if (imagePacketSize != 1000)
// Console.WriteLine("ENdPacket");
//Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
bool atEnd = false;
// edge case
if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset_ref.Data.Length)
{
imagePacketSize = LastPacketSize();
atEnd = true;
// edge case 2!
if ((CurrentBytePosition() + imagePacketSize) > m_asset_ref.Data.Length)
{
imagePacketSize = m_asset_ref.Data.Length - CurrentBytePosition();
atEnd = true;
}
}
byte[] imageData = new byte[imagePacketSize];
try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
catch (Exception e)
{
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
Console.WriteLine(e.ToString());
//m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
//m_cancel = true;
//m_sending = false;
return false;
}
// Send next packet to the client
client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
++CurrentPacket;
if (atEnd)
CurrentPacket = StopPacket + 1;
return true;
}
}
///
/// Generic Priority Queue element
/// Contains a Priority and a Reference type Data Element
///
/// Reference type data element
struct Prio : IComparable> where D : class
{
public D data;
private int priority;
public Prio(D data, int priority)
{
this.data = data;
this.priority = priority;
}
public int CompareTo(Prio that)
{
return priority.CompareTo(that.priority);
}
public bool Equals(Prio that)
{
return priority == that.priority;
}
public static Prio operator +(Prio tp, int delta)
{
return new Prio(tp.data, tp.priority + delta);
}
public static bool operator <(Prio tp, int check)
{
return (tp.priority < check);
}
public static bool operator >(Prio tp, int check)
{
return (tp.priority > check);
}
public static Prio operator -(Prio tp, int delta)
{
if (tp.priority - delta < 0)
return new Prio(tp.data, tp.priority - delta);
else
return new Prio(tp.data, 0);
}
public override String ToString()
{
return String.Format("{0}[{1}]", data, priority);
}
internal Prio SetPriority(int pPriority)
{
return new Prio(this.data, pPriority);
}
}
}