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/*
* 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.Threading;
using libsecondlife;
using libsecondlife.Packets;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
//this is a first attempt, to start breaking the mess thats called the assetcache up.
// basically this should be the texture sending (to clients) code moved out of assetcache
//and some small clean up
public class TextureDownloadModule : IRegionModule
{
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
/// <summary>
/// There is one queue for all textures waiting to be sent, regardless of the requesting user.
/// </summary>
private readonly BlockingQueue<TextureSender> m_queueSenders = new BlockingQueue<TextureSender>();
/// <summary>
/// Each user has their own texture download service.
/// </summary>
private readonly Dictionary<LLUUID, UserTextureDownloadService> m_userTextureServices =
new Dictionary<LLUUID, UserTextureDownloadService>();
private Thread m_thread;
public TextureDownloadModule()
{
}
public void Initialise(Scene scene, IConfigSource config)
{
if (m_scene == null)
{
//Console.WriteLine("Creating Texture download module");
m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
m_thread.Name = "ProcessTextureSenderThread";
m_thread.IsBackground = true;
m_thread.Start();
}
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
}
}
/// <summary>
/// Cleanup the texture service related objects for the removed presence.
/// </summary>
/// <param name="agentId"> </param>
private void EventManager_OnRemovePresence(LLUUID agentId)
{
UserTextureDownloadService textureService;
lock (m_userTextureServices)
{
if (m_userTextureServices.TryGetValue(agentId, out textureService))
{
textureService.Close();
m_userTextureServices.Remove(agentId);
}
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "TextureDownloadModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
public void NewClient(IClientAPI client)
{
client.OnRequestTexture += TextureRequest;
}
/// <summary>
/// Does this user have a registered texture download service?
/// </summary>
/// <param name="userID"></param>
/// <param name="textureService"></param>
/// <returns>Always returns true, since a service is created if one does not already exist</returns>
private bool TryGetUserTextureService(LLUUID userID, out UserTextureDownloadService textureService)
{
lock (m_userTextureServices)
{
if (m_userTextureServices.TryGetValue(userID, out textureService))
{
return true;
}
textureService = new UserTextureDownloadService(m_scene, m_queueSenders);
m_userTextureServices.Add(userID, textureService);
return true;
}
}
/// <summary>
/// Start the process of requesting a given texture.
/// </summary>
/// <param name="sender"> </param>
/// <param name="e"></param>
public void TextureRequest(Object sender, TextureRequestArgs e)
{
IClientAPI client = (IClientAPI) sender;
UserTextureDownloadService textureService;
if (TryGetUserTextureService(client.AgentId, out textureService))
{
textureService.HandleTextureRequest(client, e);
}
}
/// <summary>
/// Entry point for the thread dedicated to processing the texture queue.
/// </summary>
public void ProcessTextureSenders()
{
TextureSender sender = null;
while (true)
{
sender = m_queueSenders.Dequeue();
if (sender.Cancel)
{
TextureSent(sender);
sender.Cancel = false;
}
else
{
bool finished = sender.SendTexturePacket();
if (finished)
{
TextureSent(sender);
}
else
{
m_queueSenders.Enqueue(sender);
}
}
// Make sure that any sender we currently have can get garbage collected
sender = null;
//m_log.InfoFormat("[TEXTURE DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count());
}
}
/// <summary>
/// Called when the texture has finished sending.
/// </summary>
/// <param name="sender"></param>
private void TextureSent(TextureSender sender)
{
sender.Sending = false;
//m_log.DebugFormat("[TEXTURE DOWNLOAD]: Removing download stat for {0}", sender.assetID);
m_scene.AddPendingDownloads(-1);
}
}
}
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