/* * 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.Collections.Generic; using System.Reflection; using libsecondlife; using log4net; using OpenSim.Framework; using OpenSim.Framework.Communications.Limit; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload { /// /// This module sets up texture senders in response to client texture requests, and places them on a /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the /// asset cache). /// public class UserTextureDownloadService { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// We will allow the client to request the same texture n times before dropping further requests /// /// This number includes repeated requests for the same texture at different resolutions (which we don't /// currently handle properly as far as I know). However, this situation should be handled in a more /// sophisticated way. /// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5; /// /// XXX Also going to limit requests for found textures. /// private readonly IRequestLimitStrategy foundTextureLimitStrategy = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS); private readonly IClientAPI m_client; private readonly Scene m_scene; /// /// 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 BlockingQueue m_sharedSendersQueue; /// /// 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 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); public UserTextureDownloadService( IClientAPI client, Scene scene, BlockingQueue sharedQueue) { m_client = client; m_scene = scene; m_sharedSendersQueue = sharedQueue; } /// /// Handle a texture request. This involves creating a texture sender and placing it on the /// previously passed in shared queue. /// /// public void HandleTextureRequest(TextureRequestArgs e) { TextureSender.TextureSender textureSender; //TODO: should be working out the data size/ number of packets to be sent for each discard level if ((e.DiscardLevel >= 0) || (e.Priority != 0)) { lock (m_textureSenders) { if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender)) { // If we've received new non UUID information for this request and it hasn't dispatched // yet, then update the request accordingly. textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber); } else { if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) { // m_log.DebugFormat( // "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}", // e.RequestedAssetID, m_client.AgentId); return; } else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID)) { if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID)) { // Commenting out this message for now as it causes too much noise with other // debug messages. // TODO: possibly record this as a statistic in the future // // m_log.DebugFormat( // "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests", // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS); } return; } m_scene.AddPendingDownloads(1); TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber); m_textureSenders.Add(e.RequestedAssetID, requestHandler); m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true); } } } else { lock (m_textureSenders) { if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender)) { textureSender.Cancel = true; } } } } /// /// The callback for the asset cache when a texture has been retrieved. This method queues the /// texture sender for processing. /// /// /// public void TextureCallback(LLUUID textureID, AssetBase texture) { //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false)); lock (m_textureSenders) { TextureSender.TextureSender textureSender; if (m_textureSenders.TryGetValue(textureID, out textureSender)) { // XXX It may be perfectly valid for a texture to have no data... but if we pass // this on to the TextureSender it will blow up, so just discard for now. // Needs investigation. if (texture == null || texture.Data == null) { if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID)) { missingTextureLimitStrategy.MonitorRequests(textureID); m_log.DebugFormat( "[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}", textureID, m_client.AgentId); } ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID); EnqueueTextureSender(textureNotFoundSender); } else { if (!textureSender.ImageLoaded) { textureSender.TextureReceived(texture); EnqueueTextureSender(textureSender); foundTextureLimitStrategy.MonitorRequests(textureID); } } //m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID); m_textureSenders.Remove(textureID); //m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count); } else { m_log.WarnFormat( "Got a texture uuid {0} with no sender object to handle it, this shouldn't happen", textureID); } } } /// /// Place a ready texture sender on the processing queue. /// /// private void EnqueueTextureSender(ITextureSender textureSender) { textureSender.Cancel = false; textureSender.Sending = true; if (!m_sharedSendersQueue.Contains(textureSender)) { m_sharedSendersQueue.Enqueue(textureSender); } } /// /// Close this module. /// internal void Close() { lock (m_textureSenders) { foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values) { textureSender.Cancel = true; } m_textureSenders.Clear(); } } } }