/*
* 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:
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* 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.Collections.Generic;
using OpenMetaverse;
using OpenMetaverse.Packets;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.Agent.AssetDownload
{
public class AssetDownloadModule : IRegionModule
{
///
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
///
private List AssetRequests;
private Scene m_scene;
private Dictionary RegisteredScenes = new Dictionary();
///
/// Assets requests (for each user) which are waiting for asset server data. This includes texture requests
///
private Dictionary> RequestedAssets;
public AssetDownloadModule()
{
RequestedAssets = new Dictionary>();
AssetRequests = new List();
}
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
{
RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
// scene.EventManager.OnNewClient += NewClient;
}
if (m_scene == null)
{
m_scene = scene;
// m_thread = new Thread(new ThreadStart(RunAssetQueue));
// m_thread.Name = "AssetDownloadQueueThread";
// m_thread.IsBackground = true;
// m_thread.Start();
// OpenSim.Framework.ThreadTracker.Add(m_thread);
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "AssetDownloadModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
#endregion
public void NewClient(IClientAPI client)
{
// client.OnRequestAsset += AddAssetRequest;
}
///
/// Make an asset request the result of which will be packeted up and sent directly back to the client.
///
///
///
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
UUID requestID = null;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new UUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new UUID(transferRequest.TransferInfo.Params, 80);
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//not found asset
// so request from asset server
Dictionary userRequests = null;
if (RequestedAssets.TryGetValue(userInfo.AgentId, out userRequests))
{
if (!userRequests.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;
userRequests[requestID] = request;
m_scene.AssetCache.GetAsset(requestID, AssetCallback, false);
}
}
else
{
userRequests = new Dictionary();
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
userRequests.Add(requestID, request);
RequestedAssets[userInfo.AgentId] = userRequests;
m_scene.AssetCache.GetAsset(requestID, AssetCallback, false);
}
}
public void AssetCallback(UUID assetID, AssetBase asset)
{
if (asset != null)
{
foreach (Dictionary userRequests in RequestedAssets.Values)
{
if (userRequests.ContainsKey(assetID))
{
AssetRequest req = userRequests[assetID];
if (req != null)
{
req.AssetInf = asset;
req.NumPackets = CalculateNumPackets(asset.Data);
userRequests.Remove(assetID);
AssetRequests.Add(req);
}
}
}
}
}
///
/// Calculate the number of packets required to send the asset to the client.
///
///
///
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 Nested type: AssetRequest
public class AssetRequest
{
public AssetBase AssetInf;
public byte AssetRequestSource = 2;
public long DataPointer = 0;
public int DiscardLevel = -1;
public AssetBase ImageInfo;
public bool IsTextureRequest;
public int NumPackets = 0;
public int PacketCounter = 0;
public byte[] Params = null;
public UUID RequestAssetID;
public IClientAPI RequestUser;
public UUID TransferRequestID;
//public bool AssetInCache;
//public int TimeRequested;
public AssetRequest()
{
}
}
#endregion
}
}