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*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using System.Collections.Generic;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
///
/// 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 log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
///
/// We will allow the client to request the same texture n times before dropping further requests
///
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();
///
/// 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;
///
/// 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
///
private readonly Dictionary missingTextureRequestCounts = new Dictionary();
///
/// XXX Also going to record all the textures found and dispatched
///
private readonly Dictionary dispatchedTextureRequestCounts = new Dictionary();
private readonly Scene m_scene;
private readonly IClientAPI m_client;
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;
//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 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))
{
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;
}
}
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))
{
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_scene.AddPendingDownloads(1);
TextureSender requestHandler = new 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;
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 (!missingTextureRequestCounts.ContainsKey(textureID))
{
missingTextureRequestCounts.Add(textureID, 1);
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);
// Record the fact that we've put this texture in for dispatch
if (!dispatchedTextureRequestCounts.ContainsKey(textureID))
{
dispatchedTextureRequestCounts.Add(textureID, 1);
}
}
}
//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 in m_textureSenders.Values )
{
textureSender.Cancel = true;
}
m_textureSenders.Clear();
}
}
}
}