* Removed code that is no longer used with Melanie's queue callback optimization
* Moved all priority queue access to helper functions to improve reliability and readability * New version of CSJ2K.dll (from libomv source tree) that fixes a JPEG2000 comment decoding bugprioritization
parent
bdc1345501
commit
332d3eb1bb
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@ -50,43 +50,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_shuttingdown = false;
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private bool m_shuttingdown;
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private long m_lastloopprocessed = 0;
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private long m_lastloopprocessed;
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private AssetBase m_missingImage = null;
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private AssetBase m_missingImage;
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private LLClientView m_client; //Client we're assigned to
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private LLClientView m_client; //Client we're assigned to
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private IAssetService m_assetCache; //Asset Cache
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private IAssetService m_assetCache; //Asset Cache
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private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
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private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
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private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
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private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
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private object m_syncRoot = new object();
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public LLClientView Client { get { return m_client; } }
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public AssetBase MissingImage { get { return m_missingImage; } }
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public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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{
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{
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m_client = client;
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m_client = client;
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m_assetCache = pAssetCache;
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m_assetCache = pAssetCache;
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if (pAssetCache != null)
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if (pAssetCache != null)
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m_missingImage = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
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m_missingImage = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
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else
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m_log.Error("[ClientView] - couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
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if (m_missingImage == null)
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m_log.Error("[ClientView] - Couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
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m_j2kDecodeModule = pJ2kDecodeModule;
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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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}
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public LLClientView Client
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/// <summary>
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{
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/// Handles an incoming texture request or update to an existing texture request
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get { return m_client; }
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/// </summary>
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}
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/// <param name="newRequest"></param>
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public AssetBase MissingImage
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{
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get { return m_missingImage; }
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}
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public void EnqueueReq(TextureRequestArgs newRequest)
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public void EnqueueReq(TextureRequestArgs newRequest)
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{
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{
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//newRequest is the properties of our new texture fetch request.
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//Basically, here is where we queue up "new" requests..
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// .. or modify existing requests to suit.
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//Make sure we're not shutting down..
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//Make sure we're not shutting down..
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if (!m_shuttingdown)
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if (!m_shuttingdown)
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{
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{
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@ -125,21 +120,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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//Update the requested packet number
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//Update the requested packet number
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imgrequest.StartPacket = newRequest.PacketNumber;
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imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
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//Update the requested priority
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//Update the requested priority
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imgrequest.Priority = newRequest.Priority;
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imgrequest.Priority = newRequest.Priority;
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try
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UpdateImageInQueue(imgrequest);
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{
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lock (m_priorityQueue)
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m_priorityQueue.Replace(imgrequest.PriorityQueueHandle, imgrequest);
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}
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catch (Exception)
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{
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imgrequest.PriorityQueueHandle = null;
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lock (m_priorityQueue)
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m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
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}
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//Run an update
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//Run an update
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imgrequest.RunUpdate();
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imgrequest.RunUpdate();
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@ -159,31 +144,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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imgrequest = new J2KImage(this);
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imgrequest = new J2KImage(this);
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//Assign our decoder module
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imgrequest.J2KDecoder = m_j2kDecodeModule;
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imgrequest.J2KDecoder = m_j2kDecodeModule;
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//Assign our asset cache module
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imgrequest.AssetService = m_assetCache;
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imgrequest.AssetService = m_assetCache;
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//Assign the requested discard level
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
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//Assign the requested packet number
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imgrequest.StartPacket = newRequest.PacketNumber;
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//Assign the requested priority
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imgrequest.Priority = newRequest.Priority;
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imgrequest.Priority = newRequest.Priority;
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//Assign the asset uuid
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imgrequest.TextureID = newRequest.RequestedAssetID;
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imgrequest.TextureID = newRequest.RequestedAssetID;
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//Assign the requested priority
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imgrequest.Priority = newRequest.Priority;
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imgrequest.Priority = newRequest.Priority;
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//Add this download to the priority queue
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//Add this download to the priority queue
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lock (m_priorityQueue)
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AddImageToQueue(imgrequest);
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m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
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//Run an update
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//Run an update
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imgrequest.RunUpdate();
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imgrequest.RunUpdate();
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@ -194,105 +164,97 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public bool ProcessImageQueue(int count, int maxpack)
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public bool ProcessImageQueue(int count, int maxpack)
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{
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{
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lock (this)
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J2KImage imagereq;
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int numCollected = 0;
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lock (m_syncRoot)
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{
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{
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//count is the number of textures we want to process in one go.
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m_lastloopprocessed = DateTime.Now.Ticks;
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//As part of this class re-write, that number will probably rise
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//since we're processing in a more efficient manner.
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// this can happen during Close()
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// This can happen during Close()
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if (m_client == null)
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if (m_client == null || m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null)
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return false;
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return false;
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int numCollected = 0;
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while ((imagereq = GetHighestPriorityImage()) != null)
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//Calculate our threshold
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int threshold;
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if (m_lastloopprocessed == 0)
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{
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{
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if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
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if (imagereq.IsDecoded == true)
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return false;
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//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
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threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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else
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{
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double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
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throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
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//Average of 1000 bytes per packet
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throttleseconds = throttleseconds / 1000;
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//Safe-zone multiplier of 2.0
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threshold = (int)(throttleseconds * 2.0);
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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if (m_client.PacketHandler == null)
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return false;
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if (m_client.PacketHandler.PacketQueue == null)
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return false;
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if (threshold < 10)
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threshold = 10;
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//Uncomment this to see what the texture stack is doing
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.getQueueCount(ThrottleOutPacketType.Texture).ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (true) //m_client.PacketHandler.PacketQueue.GetQueueCount(ThrottleOutPacketType.Texture) < threshold)
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{
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while (m_priorityQueue.Count > 0)
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{
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{
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J2KImage imagereq = null;
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++numCollected;
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lock (m_priorityQueue)
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imagereq = m_priorityQueue.FindMax();
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if (imagereq.IsDecoded == true)
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if (imagereq.SendPackets(m_client, maxpack))
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{
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{
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// we need to test this here now that we are dropping assets
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// Send complete. Destroy any knowledge of this transfer
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if (!imagereq.HasAsset)
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RemoveImageFromQueue(imagereq);
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{
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m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.TextureID);
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imagereq.RunUpdate();
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continue;
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}
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++numCollected;
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//SendPackets will send up to ten packets per cycle
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if (imagereq.SendPackets(m_client, maxpack))
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{
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// Send complete. Destroy any knowledge of this transfer
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try
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{
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lock (m_priorityQueue)
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m_priorityQueue.Delete(imagereq.PriorityQueueHandle);
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}
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catch (Exception) { }
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}
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}
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}
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if (numCollected == count)
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break;
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}
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}
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}
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return m_priorityQueue.Count > 0;
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if (numCollected == count)
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break;
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}
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}
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}
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return m_priorityQueue.Count > 0;
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}
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}
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//Faux destructor
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//Faux destructor
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public void Close()
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public void Close()
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{
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{
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m_shuttingdown = true;
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m_shuttingdown = true;
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m_j2kDecodeModule = null;
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m_j2kDecodeModule = null;
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m_assetCache = null;
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m_assetCache = null;
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m_client = null;
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m_client = null;
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}
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}
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#region Priority Queue Helpers
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J2KImage GetHighestPriorityImage()
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{
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J2KImage image = null;
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if (m_priorityQueue.Count > 0)
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{
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try
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{
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lock (m_priorityQueue)
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image = m_priorityQueue.FindMax();
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}
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catch (Exception) { }
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}
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return image;
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}
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void AddImageToQueue(J2KImage image)
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{
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image.PriorityQueueHandle = null;
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lock (m_priorityQueue)
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m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
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}
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void RemoveImageFromQueue(J2KImage image)
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{
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try
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{
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lock (m_priorityQueue)
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m_priorityQueue.Delete(image.PriorityQueueHandle);
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}
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catch (Exception) { }
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}
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void UpdateImageInQueue(J2KImage image)
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{
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lock (m_priorityQueue)
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{
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try { m_priorityQueue.Replace(image.PriorityQueueHandle, image); }
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catch (Exception)
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{
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image.PriorityQueueHandle = null;
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m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
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}
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}
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}
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#endregion Priority Queue Helpers
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}
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}
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}
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}
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BIN
bin/CSJ2K.dll
BIN
bin/CSJ2K.dll
Binary file not shown.
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