/*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* 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
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*/
using System;
using System.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Framework.Console;
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);
///
/// 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;
private readonly Scene m_scene;
public UserTextureDownloadService(Scene scene, BlockingQueue sharedQueue)
{
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(IClientAPI client, 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
{
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Adding download stat {0}", e.RequestedAssetID);
m_scene.AddPendingDownloads(1);
TextureSender requestHandler =
new TextureSender(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)
{
lock (m_textureSenders)
{
TextureSender textureSender;
if (m_textureSenders.TryGetValue(textureID, out textureSender))
{
if (texture == null)
{
// Right now, leaving it up to lower level asset server code to post the fact that
// this texture could not be found
// TODO Send packet back to the client telling it not to expect the texture
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Removing download stat for {0}", textureID);
m_scene.AddPendingDownloads(-1);
}
else
{
if (!textureSender.ImageLoaded)
{
textureSender.TextureReceived(texture);
EnqueueTextureSender(textureSender);
}
}
//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(TextureSender textureSender)
{
textureSender.Cancel = false;
textureSender.Sending = true;
textureSender.counter = 0;
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();
}
}
}
}