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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
// but on first tests it didn't seem to work very well so is currently not in use.
public class TextureDownloadModule : IRegionModule
{
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>();
private 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.IsBackground = true;
m_thread.Start();
}
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
}
}
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;
}
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, QueueSenders);
m_userTextureServices.Add(userID, textureService);
return true;
}
}
public void TextureRequest(Object sender, TextureRequestArgs e)
{
IClientAPI client = (IClientAPI) sender;
UserTextureDownloadService textureService;
if (TryGetUserTextureService(client.AgentId, out textureService))
{
textureService.HandleTextureRequest(client, e);
}
}
public void ProcessTextureSenders()
{
while (true)
{
TextureSender sender = QueueSenders.Dequeue();
if (sender.Cancel)
{
TextureSent(sender);
}
else
{
bool finished = sender.SendTexturePacket();
if (finished)
{
TextureSent(sender);
}
else
{
QueueSenders.Enqueue(sender);
}
}
}
}
private void TextureSent(TextureSender sender)
{
sender.Sending = false;
}
public class UserTextureDownloadService
{
private Dictionary<LLUUID, TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender>();
private BlockingQueue<TextureSender> m_sharedSendersQueue;
private Scene m_scene;
public UserTextureDownloadService(Scene scene, BlockingQueue<TextureSender> sharedQueue)
{
m_scene = scene;
m_sharedSendersQueue = sharedQueue;
}
public void HandleTextureRequest(IClientAPI client, TextureRequestArgs e)
{
//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.ContainsKey(e.RequestedAssetID))
{
TextureSender requestHandler =
new TextureSender(client, e.RequestedAssetID, e.DiscardLevel, e.PacketNumber);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
}
else
{
m_textureSenders[e.RequestedAssetID].UpdateRequest(e.DiscardLevel, e.PacketNumber);
m_textureSenders[e.RequestedAssetID].counter = 0;
if ((m_textureSenders[e.RequestedAssetID].ImageLoaded) &&
(m_textureSenders[e.RequestedAssetID].Sending == false))
{
m_textureSenders[e.RequestedAssetID].Sending = true;
m_sharedSendersQueue.Enqueue(m_textureSenders[e.RequestedAssetID]);
}
}
}
}
else
{
lock (m_textureSenders)
{
if (m_textureSenders.ContainsKey(e.RequestedAssetID))
{
m_textureSenders[e.RequestedAssetID].Cancel = true;
}
}
}
}
public void TextureCallback(LLUUID textureID, AssetBase asset)
{
lock (m_textureSenders)
{
if (m_textureSenders.ContainsKey(textureID))
{
if (!m_textureSenders[textureID].ImageLoaded)
{
m_textureSenders[textureID].TextureReceived(asset);
m_textureSenders[textureID].Sending = true;
m_textureSenders[textureID].counter = 0;
m_sharedSendersQueue.Enqueue(m_textureSenders[textureID]);
}
}
else
{
// Got a texture with no sender object to handle it, this shouldn't happen
}
}
}
}
public class TextureSender
{
public int counter = 0;
private AssetBase m_asset;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool Cancel = false;
public bool ImageLoaded = false;
public bool Sending = false;
public IClientAPI RequestUser;
public LLUUID RequestedAssetID;
public int RequestedDiscardLevel = -1;
public uint StartPacketNumber = 0;
// private int m_sentDiscardLevel = -1;
public TextureSender(IClientAPI client, LLUUID textureID, int discardLevel, uint packetNumber)
{
RequestUser = client;
RequestedAssetID = textureID;
RequestedDiscardLevel = discardLevel;
StartPacketNumber = packetNumber;
}
public void TextureReceived(AssetBase asset)
{
m_asset = asset;
NumPackets = CalculateNumPackets(asset.Data.Length);
PacketCounter = (int) StartPacketNumber;
ImageLoaded = true;
}
public void UpdateRequest(int discardLevel, uint packetNumber)
{
RequestedDiscardLevel = discardLevel;
StartPacketNumber = packetNumber;
PacketCounter = (int) StartPacketNumber;
}
public bool SendTexturePacket()
{
SendPacket();
counter++;
if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets/(RequestedDiscardLevel + 1)))))
{
return true;
}
return false;
}
private void SendPacket()
{
if (PacketCounter <= NumPackets)
{
if (PacketCounter == 0)
{
if (NumPackets == 0)
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = 1;
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = m_asset.Data;
im.ImageID.Codec = 2;
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
else
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = (ushort) (NumPackets);
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
else
{
ImagePacketPacket im = new ImagePacketPacket();
im.Header.Reliable = false;
im.ImageID.Packet = (ushort) (PacketCounter);
im.ImageID.ID = m_asset.FullID;
int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
try
{
Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
}
catch (ArgumentOutOfRangeException)
{
MainLog.Instance.Warn("TEXTURE",
"Unable to separate texture into multiple packets: Array bounds failure on asset:" +
m_asset.FullID.ToString() + "- TextureDownloadModule.cs. line:328");
return;
}
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
}
private int CalculateNumPackets(int length)
{
int numPackets = 0;
if (length > 600)
{
//over 600 bytes so split up file
int restData = (length - 600);
int restPackets = ((restData + 999)/1000);
numPackets = restPackets;
}
return numPackets;
}
}
}
}
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