Adds an event and a method so that handling of the CachedTexture

packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
user_profiles
Mic Bowman 2013-05-08 13:13:51 -07:00
parent 601aa91163
commit 33aaa40bee
8 changed files with 175 additions and 16 deletions

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@ -0,0 +1,46 @@
/*
* 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 OpenSimulator 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.Text;
using OpenMetaverse;
namespace OpenSim.Framework
{
public class CachedTextureRequestArg
{
public int BakedTextureIndex;
public UUID WearableHashID;
}
public class CachedTextureResponseArg
{
public int BakedTextureIndex;
public UUID BakedTextureID;
public String HostName;
}
}

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@ -64,6 +64,8 @@ namespace OpenSim.Framework
public delegate void NetworkStats(int inPackets, int outPackets, int unAckedBytes);
public delegate void CachedTextureRequest(IClientAPI remoteClient, int serial, List<CachedTextureRequestArg> cachedTextureRequest);
public delegate void SetAppearance(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams);
public delegate void StartAnim(IClientAPI remoteClient, UUID animID);
@ -780,6 +782,7 @@ namespace OpenSim.Framework
event EstateChangeInfo OnEstateChangeInfo;
event EstateManageTelehub OnEstateManageTelehub;
// [Obsolete("LLClientView Specific.")]
event CachedTextureRequest OnCachedTextureRequest;
event SetAppearance OnSetAppearance;
// [Obsolete("LLClientView Specific - Replace and rename OnAvatarUpdate. Difference from SetAppearance?")]
event AvatarNowWearing OnAvatarNowWearing;
@ -1087,6 +1090,8 @@ namespace OpenSim.Framework
/// <param name="textureEntry"></param>
void SendAppearance(UUID agentID, byte[] visualParams, byte[] textureEntry);
void SendCachedTextureResponse(ISceneEntity avatar, int serial, List<CachedTextureResponseArg> cachedTextures);
void SendStartPingCheck(byte seq);
/// <summary>

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@ -84,6 +84,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event ModifyTerrain OnModifyTerrain;
public event Action<IClientAPI> OnRegionHandShakeReply;
public event GenericCall1 OnRequestWearables;
public event CachedTextureRequest OnCachedTextureRequest;
public event SetAppearance OnSetAppearance;
public event AvatarNowWearing OnAvatarNowWearing;
public event RezSingleAttachmentFromInv OnRezSingleAttachmentFromInv;
@ -321,7 +322,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private readonly byte[] m_channelVersion = Utils.EmptyBytes;
private readonly IGroupsModule m_GroupsModule;
private int m_cachedTextureSerial;
private PriorityQueue m_entityUpdates;
private PriorityQueue m_entityProps;
private Prioritizer m_prioritizer;
@ -11462,8 +11462,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
/// <summary>
/// Send a response back to a client when it asks the asset server (via the region server) if it has
/// its appearance texture cached.
/// </summary>
/// <remarks>
/// At the moment, we always reply that there is no cached texture.
@ -11473,33 +11471,63 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <returns></returns>
protected bool HandleAgentTextureCached(IClientAPI simclient, Packet packet)
{
//m_log.Debug("texture cached: " + packet.ToString());
AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet;
AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
if (cachedtex.AgentData.SessionID != SessionId)
return false;
// TODO: don't create new blocks if recycling an old packet
cachedresp.AgentData.AgentID = AgentId;
cachedresp.AgentData.SessionID = m_sessionId;
cachedresp.AgentData.SerialNum = m_cachedTextureSerial;
m_cachedTextureSerial++;
cachedresp.WearableData =
new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length];
List<CachedTextureRequestArg> requestArgs = new List<CachedTextureRequestArg>();
for (int i = 0; i < cachedtex.WearableData.Length; i++)
{
CachedTextureRequestArg arg = new CachedTextureRequestArg();
arg.BakedTextureIndex = cachedtex.WearableData[i].TextureIndex;
arg.WearableHashID = cachedtex.WearableData[i].ID;
requestArgs.Add(arg);
}
CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest;
if (handlerCachedTextureRequest != null)
{
handlerCachedTextureRequest(simclient,cachedtex.AgentData.SerialNum,requestArgs);
}
return true;
}
/// <summary>
/// Send a response back to a client when it asks the asset server (via the region server) if it has
/// its appearance texture cached.
/// </summary>
/// <param name="avatar"></param>
/// <param name="serial"></param>
/// <param name="cachedTextures"></param>
/// <returns></returns>
public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List<CachedTextureResponseArg> cachedTextures)
{
ScenePresence presence = avatar as ScenePresence;
if (presence == null)
return;
AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
// TODO: don't create new blocks if recycling an old packet
cachedresp.AgentData.AgentID = m_agentId;
cachedresp.AgentData.SessionID = m_sessionId;
cachedresp.AgentData.SerialNum = serial;
cachedresp.WearableData = new AgentCachedTextureResponsePacket.WearableDataBlock[cachedTextures.Count];
for (int i = 0; i < cachedTextures.Count; i++)
{
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].TextureID = UUID.Zero;
cachedresp.WearableData[i].TextureIndex = (byte)cachedTextures[i].BakedTextureIndex;
cachedresp.WearableData[i].TextureID = cachedTextures[i].BakedTextureID;
cachedresp.WearableData[i].HostName = new byte[0];
}
cachedresp.Header.Zerocoded = true;
OutPacket(cachedresp, ThrottleOutPacketType.Task);
return true;
}
protected bool HandleMultipleObjUpdate(IClientAPI simClient, Packet packet)

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@ -55,6 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private int m_savetime = 5; // seconds to wait before saving changed appearance
private int m_sendtime = 2; // seconds to wait before sending changed appearance
private bool m_reusetextures = false;
private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
@ -73,6 +74,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}
@ -131,6 +134,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
client.OnRequestWearables += Client_OnRequestWearables;
client.OnSetAppearance += Client_OnSetAppearance;
client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
client.OnCachedTextureRequest += Client_OnCachedTextureRequest;
}
#endregion
@ -671,6 +675,61 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
QueueAppearanceSave(client.AgentId);
}
}
/// <summary>
/// Respond to the cached textures request from the client
/// </summary>
/// <param name="client"></param>
/// <param name="serial"></param>
/// <param name="cachedTextureRequest"></param>
private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
{
// m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
foreach (CachedTextureRequestArg request in cachedTextureRequest)
{
UUID texture = UUID.Zero;
int index = request.BakedTextureIndex;
if (m_reusetextures)
{
// this is the most insanely dumb way to do this... however it seems to
// actually work. if the appearance has been reset because wearables have
// changed then the texture entries are zero'd out until the bakes are
// uploaded. on login, if the textures exist in the cache (eg if you logged
// into the simulator recently, then the appearance will pull those and send
// them back in the packet and you won't have to rebake. if the textures aren't
// in the cache then the intial makeroot() call in scenepresence will zero
// them out.
//
// a better solution (though how much better is an open question) is to
// store the hashes in the appearance and compare them. Thats's coming.
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
if (face != null)
texture = face.TextureID;
// m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
}
CachedTextureResponseArg response = new CachedTextureResponseArg();
response.BakedTextureIndex = index;
response.BakedTextureID = texture;
response.HostName = null;
cachedTextureResponse.Add(response);
}
// m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
// The serial number appears to be used to match requests and responses
// in the texture transaction. We just send back the serial number
// that was provided in the request. The viewer bumps this for us.
client.SendCachedTextureResponse(sp, serial, cachedTextureResponse);
}
#endregion
public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)

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@ -660,6 +660,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
public event BakeTerrain OnBakeTerrain;
public event EstateChangeInfo OnEstateChangeInfo;
public event EstateManageTelehub OnEstateManageTelehub;
public event CachedTextureRequest OnCachedTextureRequest;
public event SetAppearance OnSetAppearance;
public event AvatarNowWearing OnAvatarNowWearing;
public event RezSingleAttachmentFromInv OnRezSingleAttachmentFromInv;
@ -939,6 +940,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
}
public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List<CachedTextureResponseArg> cachedTextures)
{
}
public void SendStartPingCheck(byte seq)
{

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@ -391,6 +391,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
public event EstateTeleportAllUsersHomeRequest OnEstateTeleportAllUsersHomeRequest;
public event EstateChangeInfo OnEstateChangeInfo;
public event EstateManageTelehub OnEstateManageTelehub;
public event CachedTextureRequest OnCachedTextureRequest;
public event ScriptReset OnScriptReset;
public event GetScriptRunning OnGetScriptRunning;
public event SetScriptRunning OnSetScriptRunning;
@ -569,6 +570,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
{
}
public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List<CachedTextureResponseArg> cachedTextures)
{
}
public virtual void Kick(string message)
{
}

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@ -196,6 +196,7 @@ namespace OpenSim.Tests.Common.Mock
public event EstateCovenantRequest OnEstateCovenantRequest;
public event EstateChangeInfo OnEstateChangeInfo;
public event EstateManageTelehub OnEstateManageTelehub;
public event CachedTextureRequest OnCachedTextureRequest;
public event ObjectDuplicateOnRay OnObjectDuplicateOnRay;
@ -509,6 +510,11 @@ namespace OpenSim.Tests.Common.Mock
{
}
public void SendCachedTextureResponse(ISceneEntity avatar, int serial, List<CachedTextureResponseArg> cachedTextures)
{
}
public virtual void Kick(string message)
{
}

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@ -683,6 +683,9 @@
; in other situations (e.g. appearance baking failures where the avatar only appears as a cloud to others).
ResendAppearanceUpdates = true
; Turning this on responds to CachedTexture packets to possibly avoid rebaking the avatar
; on every login
ReuseTextures = false
[Attachments]
; Controls whether avatar attachments are enabled.