1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
|
/*
* 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 System.Reflection;
using System.Threading;
using libsecondlife;
using libsecondlife.Packets;
using log4net;
using OpenSim.Framework.Statistics;
namespace OpenSim.Framework.Communications.Cache
{
public delegate void AssetRequestCallback(LLUUID assetID, AssetBase asset);
/// <summary>
/// Manages local cache of assets and their sending to viewers.
///
/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
/// AssetNotFound(), which means they do share the same asset and texture caches.
///
/// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
/// but it's something to bear in mind.
/// </summary>
public class AssetCache : IAssetReceiver
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The cache of assets. This does not include textures.
/// </summary>
private Dictionary<LLUUID, AssetInfo> Assets;
/// <summary>
/// The cache of textures.
/// </summary>
private Dictionary<LLUUID, TextureImage> Textures;
/// <summary>
/// Assets requests which are waiting for asset server data. This includes texture requests
/// </summary>
private Dictionary<LLUUID, AssetRequest> RequestedAssets;
/// <summary>
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
/// </summary>
private List<AssetRequest> AssetRequests;
/// <summary>
/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
/// </summary>
private Dictionary<LLUUID, AssetRequestsList> RequestLists;
private readonly IAssetServer m_assetServer;
private readonly Thread m_assetCacheThread;
/// <summary>
/// Report statistical data.
/// </summary>
public void ShowState()
{
m_log.InfoFormat("Assets:{0} Textures:{1} RequestLists:{2}",
Assets.Count,
Textures.Count,
// AssetRequests.Count,
// RequestedAssets.Count,
RequestLists.Count);
int temporaryImages = 0;
int temporaryAssets = 0;
long imageBytes = 0;
long assetBytes = 0;
foreach (TextureImage texture in Textures.Values)
{
if (texture != null)
{
if (texture.Temporary)
{
temporaryImages++;
}
imageBytes += texture.Data.GetLongLength(0);
}
}
foreach (AssetInfo asset in Assets.Values)
{
if (asset != null)
{
if (asset.Temporary)
{
temporaryAssets++;
}
assetBytes += asset.Data.GetLongLength(0);
}
}
m_log.InfoFormat("Temporary Images: {0} Temporary Assets: {1}",
temporaryImages,
temporaryAssets);
m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
imageBytes / 1024,
assetBytes / 1024);
}
/// <summary>
/// Clear the asset cache.
/// </summary>
public void Clear()
{
m_log.Info("[ASSET CACHE]: Clearing Asset cache");
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.ClearAssetCacheStatistics();
Initialize();
}
/// <summary>
/// Initialize the cache.
/// </summary>
private void Initialize()
{
Assets = new Dictionary<LLUUID, AssetInfo>();
Textures = new Dictionary<LLUUID, TextureImage>();
AssetRequests = new List<AssetRequest>();
RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
}
/// <summary>
/// Constructor. Initialize will need to be called separately.
/// </summary>
/// <param name="assetServer"></param>
public AssetCache(IAssetServer assetServer)
{
m_log.Info("[ASSET CACHE]: Creating Asset cache");
Initialize();
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
m_assetCacheThread.Name = "AssetCacheThread";
m_assetCacheThread.IsBackground = true;
m_assetCacheThread.Start();
ThreadTracker.Add(m_assetCacheThread);
}
/// <summary>
/// Process the asset queue which holds data which is packeted up and sent
/// directly back to the client.
/// </summary>
public void RunAssetManager()
{
while (true)
{
try
{
ProcessAssetQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
m_log.Error("[ASSET CACHE]: " + e.ToString());
}
}
}
/// <summary>
/// Only get an asset if we already have it in the cache.
/// </summary>
/// <param name="assetId"></param></param>
/// <returns></returns>
//private AssetBase GetCachedAsset(LLUUID assetId)
//{
// AssetBase asset = null;
// if (Textures.ContainsKey(assetId))
// {
// asset = Textures[assetId];
// }
// else if (Assets.ContainsKey(assetId))
// {
// asset = Assets[assetId];
// }
// return asset;
//}
private bool TryGetCachedAsset(LLUUID assetId, out AssetBase asset)
{
if (Textures.ContainsKey(assetId))
{
asset = Textures[assetId];
return true;
}
else if (Assets.ContainsKey(assetId))
{
asset = Assets[assetId];
return true;
}
asset = null;
return false;
}
/// <summary>
/// Asynchronously retrieve an asset.
/// </summary>
/// <param name="assetId"></param>
/// <param name="callback">
/// A callback invoked when the asset has either been found or not found.
/// If the asset was found this is called with the asset UUID and the asset data
/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
public void GetAsset(LLUUID assetId, AssetRequestCallback callback, bool isTexture)
{
//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
// Xantor 20080526:
// if a request is made for an asset which is not in the cache yet, but has already been requested by
// something else, queue up the callbacks on that requestor instead of swamping the assetserver
// with multiple requests for the same asset.
AssetBase asset;
if (TryGetCachedAsset(assetId, out asset))
{
callback(assetId, asset);
}
else
{
#if DEBUG
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
#endif
NewAssetRequest req = new NewAssetRequest(assetId, callback);
AssetRequestsList requestList;
lock (RequestLists)
{
if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
{
// m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
// add to callbacks for this assetId
RequestLists[assetId].Requests.Add(req);
}
else
{
// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
requestList = new AssetRequestsList(assetId);
RequestLists.Add(assetId, requestList);
requestList.Requests.Add(req);
m_assetServer.RequestAsset(assetId, isTexture);
}
}
}
}
/// <summary>
/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
/// load it into the cache.
///
/// XXX We'll keep polling the cache until we get the asset or we exceed
/// the allowed number of polls. This isn't a very good way of doing things since a single thread
/// is processing inbound packets, so if the asset server is slow, we could block this for up to
/// the timeout period. What we might want to do is register asynchronous callbacks on asset
/// receipt in the same manner as the TextureDownloadModule. Of course,
/// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
/// asset is much more likely to have made it into the cache.
/// </summary>
/// <param name="assetID"></param>
/// <param name="isTexture"></param>
/// <returns>null if the asset could not be retrieved</returns>
public AssetBase GetAsset(LLUUID assetID, bool isTexture)
{
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
// packets from the client.
int pollPeriod = 200;
int maxPolls = 15;
AssetBase asset;
if (TryGetCachedAsset(assetID, out asset))
{
return asset;
}
else
{
m_assetServer.RequestAsset(assetID, isTexture);
do
{
Thread.Sleep(pollPeriod);
if (TryGetCachedAsset(assetID, out asset))
{
return asset;
}
} while (--maxPolls > 0);
m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
isTexture ? "texture" : "asset", assetID.ToString());
return null;
}
}
/// <summary>
/// Add an asset to both the persistent store and the cache.
/// </summary>
/// <param name="asset"></param>
public void AddAsset(AssetBase asset)
{
if (asset.Type == 0)
{
if (!Textures.ContainsKey(asset.FullID))
{
TextureImage textur = new TextureImage(asset);
Textures.Add(textur.FullID, textur);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddTexture(textur);
if (!asset.Temporary)
{
m_assetServer.StoreAndCommitAsset(asset);
}
}
}
else
{
if (!Assets.ContainsKey(asset.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAsset(assetInf);
if (!asset.Temporary)
{
m_assetServer.StoreAndCommitAsset(asset);
}
}
}
}
// See IAssetReceiver
public void AssetReceived(AssetBase asset, bool IsTexture)
{
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
{
TextureImage image = new TextureImage(asset);
if (!Textures.ContainsKey(image.FullID))
{
Textures.Add(image.FullID, image);
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddTexture(image);
}
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
if (!Assets.ContainsKey(assetInf.FullID))
{
Assets.Add(assetInf.FullID, assetInf);
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.AddAsset(assetInf);
}
if (RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
req.NumPackets = CalculateNumPackets(assetInf.Data);
RequestedAssets.Remove(assetInf.FullID);
AssetRequests.Add(req);
}
}
}
// Notify requesters for this asset
if (RequestLists.ContainsKey(asset.FullID))
{
AssetRequestsList reqList = null;
lock (RequestLists)
{
//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
reqList = RequestLists[asset.FullID];
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
if (reqList != null)
{
//making a copy of the list is not ideal
//but the old method of locking around this whole block of code was causing a multi-thread lock
//between this and the TextureDownloadModule
//while the localAsset thread running this and trying to send a texture to the callback in the
//texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
// the lock in the texturedownload module) was trying to
//request a new asset and hitting a lock in here on the RequestLists.
List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
reqList.Requests.Clear();
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
RequestLists.Remove(asset.FullID);
}
//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
foreach (NewAssetRequest req in theseRequests)
{
// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
req.Callback(asset.FullID, asset);
}
}
}
}
// See IAssetReceiver
public void AssetNotFound(LLUUID assetID, bool IsTexture)
{
//m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
if (IsTexture)
{
Textures[assetID] = null;
}
else
{
Assets[assetID] = null;
}
// Notify requesters for this asset
AssetRequestsList reqList = null;
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
if (RequestLists.ContainsKey(assetID))
{
reqList = RequestLists[assetID];
}
}
// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
if (reqList != null)
{
List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
reqList.Requests.Clear();
lock (RequestLists)
{
// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
RequestLists.Remove(assetID);
}
// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
foreach (NewAssetRequest req in theseRequests)
{
req.Callback(assetID, null);
}
}
}
/// <summary>
/// Calculate the number of packets required to send the asset to the client.
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
private static 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;
}
/// <summary>
/// Handle an asset request from the client. The result will be sent back asynchronously.
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = null;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//check to see if asset is in local cache, if not we need to request it from asset server.
//Console.WriteLine("asset request " + requestID);
if (!Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
if (!RequestedAssets.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;
RequestedAssets.Add(requestID, request);
m_assetServer.RequestAsset(requestID, false);
}
return;
}
// It has an entry in our cache
AssetInfo asset = Assets[requestID];
// FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right.
if (null == asset)
{
//m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID);
return;
}
// The asset is knosn to exist and is in our cache, so add it to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetRequestSource = source;
req.Params = transferRequest.TransferInfo.Params;
req.AssetInf = asset;
req.NumPackets = CalculateNumPackets(asset.Data);
AssetRequests.Add(req);
}
/// <summary>
/// Process the asset queue which sends packets directly back to the client.
/// </summary>
private void ProcessAssetQueue()
{
//should move the asset downloading to a module, like has been done with texture downloading
if (AssetRequests.Count == 0)
{
//no requests waiting
return;
}
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)AssetRequests[i];
//Console.WriteLine("sending asset " + req.RequestAssetID);
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
if (req.AssetRequestSource == 2)
{
Transfer.TransferInfo.Params = new byte[20];
Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
int assType = (int)req.AssetInf.Type;
Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
}
else if (req.AssetRequestSource == 3)
{
Transfer.TransferInfo.Params = req.Params;
// Transfer.TransferInfo.Params = new byte[100];
//Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
//Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
}
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
Transfer.TransferInfo.TransferID = req.TransferRequestID;
Transfer.Header.Zerocoded = true;
req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset);
if (req.NumPackets == 1)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
TransferPacket.TransferData.Data = req.AssetInf.Data;
TransferPacket.TransferData.Status = 1;
TransferPacket.Header.Zerocoded = true;
req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
}
else
{
int processedLength = 0;
// libsecondlife hardcodes 1500 as the maximum data chunk size
int maxChunkSize = 1250;
int packetNumber = 0;
while (processedLength < req.AssetInf.Data.Length)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = packetNumber;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize);
byte[] chunk = new byte[chunkSize];
Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length);
TransferPacket.TransferData.Data = chunk;
// 0 indicates more packets to come, 1 indicates last packet
if (req.AssetInf.Data.Length - processedLength > maxChunkSize)
{
TransferPacket.TransferData.Status = 0;
}
else
{
TransferPacket.TransferData.Status = 1;
}
TransferPacket.Header.Zerocoded = true;
req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
processedLength += chunkSize;
packetNumber++;
}
}
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
AssetRequests.RemoveAt(0);
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public LLUUID TransferRequestID;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool IsTextureRequest;
public byte AssetRequestSource = 2;
public byte[] Params = null;
//public bool AssetInCache;
//public int TimeRequested;
public int DiscardLevel = -1;
public AssetRequest()
{
}
}
public class AssetInfo : AssetBase
{
public AssetInfo()
{
}
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name = aBase.Name;
Description = aBase.Description;
}
}
public class TextureImage : AssetBase
{
public TextureImage()
{
}
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name = aBase.Name;
Description = aBase.Description;
}
}
public class AssetRequestsList
{
public LLUUID AssetID;
public List<NewAssetRequest> Requests = new List<NewAssetRequest>();
public AssetRequestsList(LLUUID assetID)
{
AssetID = assetID;
}
}
public class NewAssetRequest
{
public LLUUID AssetID;
public AssetRequestCallback Callback;
public NewAssetRequest(LLUUID assetID, AssetRequestCallback callback)
{
AssetID = assetID;
Callback = callback;
}
}
}
}
|