* 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
|
@ -50,43 +50,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private bool m_shuttingdown = false;
|
||||
private long m_lastloopprocessed = 0;
|
||||
private AssetBase m_missingImage = null;
|
||||
|
||||
private bool m_shuttingdown;
|
||||
private long m_lastloopprocessed;
|
||||
private AssetBase m_missingImage;
|
||||
private LLClientView m_client; //Client we're assigned to
|
||||
private IAssetService m_assetCache; //Asset Cache
|
||||
private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
|
||||
private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
|
||||
private object m_syncRoot = new object();
|
||||
|
||||
public LLClientView Client { get { return m_client; } }
|
||||
public AssetBase MissingImage { get { return m_missingImage; } }
|
||||
|
||||
public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
|
||||
{
|
||||
m_client = client;
|
||||
m_assetCache = pAssetCache;
|
||||
|
||||
if (pAssetCache != null)
|
||||
m_missingImage = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
|
||||
else
|
||||
m_log.Error("[ClientView] - couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
|
||||
|
||||
if (m_missingImage == null)
|
||||
m_log.Error("[ClientView] - Couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
|
||||
|
||||
m_j2kDecodeModule = pJ2kDecodeModule;
|
||||
}
|
||||
|
||||
public LLClientView Client
|
||||
{
|
||||
get { return m_client; }
|
||||
}
|
||||
|
||||
public AssetBase MissingImage
|
||||
{
|
||||
get { return m_missingImage; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles an incoming texture request or update to an existing texture request
|
||||
/// </summary>
|
||||
/// <param name="newRequest"></param>
|
||||
public void EnqueueReq(TextureRequestArgs newRequest)
|
||||
{
|
||||
//newRequest is the properties of our new texture fetch request.
|
||||
//Basically, here is where we queue up "new" requests..
|
||||
// .. or modify existing requests to suit.
|
||||
|
||||
//Make sure we're not shutting down..
|
||||
if (!m_shuttingdown)
|
||||
{
|
||||
|
@ -125,21 +120,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
imgrequest.DiscardLevel = newRequest.DiscardLevel;
|
||||
|
||||
//Update the requested packet number
|
||||
imgrequest.StartPacket = newRequest.PacketNumber;
|
||||
imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
|
||||
|
||||
//Update the requested priority
|
||||
imgrequest.Priority = newRequest.Priority;
|
||||
try
|
||||
{
|
||||
lock (m_priorityQueue)
|
||||
m_priorityQueue.Replace(imgrequest.PriorityQueueHandle, imgrequest);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
imgrequest.PriorityQueueHandle = null;
|
||||
lock (m_priorityQueue)
|
||||
m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
|
||||
}
|
||||
UpdateImageInQueue(imgrequest);
|
||||
|
||||
//Run an update
|
||||
imgrequest.RunUpdate();
|
||||
|
@ -159,31 +144,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
|
||||
|
||||
imgrequest = new J2KImage(this);
|
||||
|
||||
//Assign our decoder module
|
||||
imgrequest.J2KDecoder = m_j2kDecodeModule;
|
||||
|
||||
//Assign our asset cache module
|
||||
imgrequest.AssetService = m_assetCache;
|
||||
|
||||
//Assign the requested discard level
|
||||
imgrequest.DiscardLevel = newRequest.DiscardLevel;
|
||||
|
||||
//Assign the requested packet number
|
||||
imgrequest.StartPacket = newRequest.PacketNumber;
|
||||
|
||||
//Assign the requested priority
|
||||
imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
|
||||
imgrequest.Priority = newRequest.Priority;
|
||||
|
||||
//Assign the asset uuid
|
||||
imgrequest.TextureID = newRequest.RequestedAssetID;
|
||||
|
||||
//Assign the requested priority
|
||||
imgrequest.Priority = newRequest.Priority;
|
||||
|
||||
//Add this download to the priority queue
|
||||
lock (m_priorityQueue)
|
||||
m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
|
||||
AddImageToQueue(imgrequest);
|
||||
|
||||
//Run an update
|
||||
imgrequest.RunUpdate();
|
||||
|
@ -194,105 +164,97 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public bool ProcessImageQueue(int count, int maxpack)
|
||||
{
|
||||
lock (this)
|
||||
J2KImage imagereq;
|
||||
int numCollected = 0;
|
||||
|
||||
lock (m_syncRoot)
|
||||
{
|
||||
//count is the number of textures we want to process in one go.
|
||||
//As part of this class re-write, that number will probably rise
|
||||
//since we're processing in a more efficient manner.
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
|
||||
// this can happen during Close()
|
||||
if (m_client == null)
|
||||
// This can happen during Close()
|
||||
if (m_client == null || m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null)
|
||||
return false;
|
||||
|
||||
int numCollected = 0;
|
||||
|
||||
//Calculate our threshold
|
||||
int threshold;
|
||||
if (m_lastloopprocessed == 0)
|
||||
|
||||
while ((imagereq = GetHighestPriorityImage()) != null)
|
||||
{
|
||||
if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
|
||||
return false;
|
||||
//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
|
||||
threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
}
|
||||
else
|
||||
{
|
||||
double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
|
||||
throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
|
||||
|
||||
//Average of 1000 bytes per packet
|
||||
throttleseconds = throttleseconds / 1000;
|
||||
|
||||
//Safe-zone multiplier of 2.0
|
||||
threshold = (int)(throttleseconds * 2.0);
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
|
||||
}
|
||||
|
||||
if (m_client.PacketHandler == null)
|
||||
return false;
|
||||
|
||||
if (m_client.PacketHandler.PacketQueue == null)
|
||||
return false;
|
||||
|
||||
if (threshold < 10)
|
||||
threshold = 10;
|
||||
|
||||
//Uncomment this to see what the texture stack is doing
|
||||
//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.getQueueCount(ThrottleOutPacketType.Texture).ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
|
||||
if (true) //m_client.PacketHandler.PacketQueue.GetQueueCount(ThrottleOutPacketType.Texture) < threshold)
|
||||
{
|
||||
while (m_priorityQueue.Count > 0)
|
||||
if (imagereq.IsDecoded == true)
|
||||
{
|
||||
J2KImage imagereq = null;
|
||||
lock (m_priorityQueue)
|
||||
imagereq = m_priorityQueue.FindMax();
|
||||
++numCollected;
|
||||
|
||||
if (imagereq.IsDecoded == true)
|
||||
if (imagereq.SendPackets(m_client, maxpack))
|
||||
{
|
||||
// we need to test this here now that we are dropping assets
|
||||
if (!imagereq.HasAsset)
|
||||
{
|
||||
m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.TextureID);
|
||||
imagereq.RunUpdate();
|
||||
continue;
|
||||
}
|
||||
|
||||
++numCollected;
|
||||
|
||||
//SendPackets will send up to ten packets per cycle
|
||||
if (imagereq.SendPackets(m_client, maxpack))
|
||||
{
|
||||
// Send complete. Destroy any knowledge of this transfer
|
||||
try
|
||||
{
|
||||
lock (m_priorityQueue)
|
||||
m_priorityQueue.Delete(imagereq.PriorityQueueHandle);
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
// Send complete. Destroy any knowledge of this transfer
|
||||
RemoveImageFromQueue(imagereq);
|
||||
}
|
||||
|
||||
if (numCollected == count)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return m_priorityQueue.Count > 0;
|
||||
if (numCollected == count)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return m_priorityQueue.Count > 0;
|
||||
}
|
||||
|
||||
//Faux destructor
|
||||
public void Close()
|
||||
{
|
||||
|
||||
m_shuttingdown = true;
|
||||
m_j2kDecodeModule = null;
|
||||
m_assetCache = null;
|
||||
m_client = null;
|
||||
}
|
||||
|
||||
#region Priority Queue Helpers
|
||||
|
||||
J2KImage GetHighestPriorityImage()
|
||||
{
|
||||
J2KImage image = null;
|
||||
|
||||
if (m_priorityQueue.Count > 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
lock (m_priorityQueue)
|
||||
image = m_priorityQueue.FindMax();
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
|
||||
return image;
|
||||
}
|
||||
|
||||
void AddImageToQueue(J2KImage image)
|
||||
{
|
||||
image.PriorityQueueHandle = null;
|
||||
|
||||
lock (m_priorityQueue)
|
||||
m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
|
||||
}
|
||||
|
||||
void RemoveImageFromQueue(J2KImage image)
|
||||
{
|
||||
try
|
||||
{
|
||||
lock (m_priorityQueue)
|
||||
m_priorityQueue.Delete(image.PriorityQueueHandle);
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
|
||||
void UpdateImageInQueue(J2KImage image)
|
||||
{
|
||||
lock (m_priorityQueue)
|
||||
{
|
||||
try { m_priorityQueue.Replace(image.PriorityQueueHandle, image); }
|
||||
catch (Exception)
|
||||
{
|
||||
image.PriorityQueueHandle = null;
|
||||
m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Priority Queue Helpers
|
||||
}
|
||||
}
|
||||
|
|
BIN
bin/CSJ2K.dll
BIN
bin/CSJ2K.dll
Binary file not shown.
Loading…
Reference in New Issue