Restore the missing image handling to the image manager. The missing
image packet crashes Hippo without a message.prioritization
parent
9a429610e2
commit
3ba36bb4d8
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@ -235,7 +235,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_imageManager.Client.PacketHandler.GetQueueCount(ThrottleOutPacketType.Texture) == 0)
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{
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m_log.Debug("No textures queued, sending one packet to kickstart it");
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//m_log.Debug("No textures queued, sending one packet to kickstart it");
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SendPacket(m_imageManager.Client);
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}
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}
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@ -333,7 +333,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (Data == null)
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{
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client.SendImageNotFound(m_requestedUUID);
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m_log.WarnFormat("[TEXTURE]: Got null Data element on a asset {0}.. and the missing image Data property is al", m_requestedUUID);
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m_log.WarnFormat("[TEXTURE]: Got null Data element on a asset {0}.. and the missing image Data property is also null", m_requestedUUID);
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return true;
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}
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// Do we have less then 1 packet's worth of data?
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@ -374,8 +374,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (asset == null || asset.Data == null)
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{
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m_asset = null;
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m_decoded = true;
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if (m_imageManager.MissingImage != null)
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{
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m_asset = m_imageManager.MissingImage;
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m_assetDataLength = m_asset.Data.Length;
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}
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else
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{
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m_asset = null;
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m_decoded = true;
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}
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}
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else
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{
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@ -141,7 +141,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected int m_primTerseUpdateRate = 10;
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protected int m_primFullUpdateRate = 14;
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protected int m_textureSendLimit = 100;
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protected int m_textureSendLimit = 20;
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protected int m_textureDataLimit = 10;
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protected int m_packetMTU = 1400;
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@ -3139,7 +3139,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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switch (queue)
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{
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case ThrottleOutPacketType.Texture:
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m_log.Debug("Texture queue empty");
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ProcessTextureRequests();
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break;
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}
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@ -52,6 +52,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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 long m_lastloopprocessed = 0;
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private AssetBase m_missingImage = null;
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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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@ -62,6 +63,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_client = client;
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m_assetCache = pAssetCache;
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if (pAssetCache != null)
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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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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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@ -70,6 +76,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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get { return m_client; }
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}
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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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{
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//newRequest is the properties of our new texture fetch request.
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@ -183,90 +194,93 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public bool ProcessImageQueue(int count, int maxpack)
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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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//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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if (m_client == null)
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return false;
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int numCollected = 0;
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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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lock (this)
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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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//count is the number of textures we want to process in one go.
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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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if (m_client == null)
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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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int numCollected = 0;
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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 (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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//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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J2KImage imagereq = null;
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lock (m_priorityQueue)
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imagereq = m_priorityQueue.FindMax();
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if (imagereq.m_decoded == true)
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{
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// we need to test this here now that we are dropping assets
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if (!imagereq.m_hasasset)
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{
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m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.m_requestedUUID);
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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.m_priorityQueueHandle);
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}
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catch (Exception) { }
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}
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}
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if (numCollected == count)
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break;
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if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
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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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}
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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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return m_priorityQueue.Count > 0;
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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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J2KImage imagereq = null;
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lock (m_priorityQueue)
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imagereq = m_priorityQueue.FindMax();
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if (imagereq.m_decoded == true)
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{
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// we need to test this here now that we are dropping assets
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if (!imagereq.m_hasasset)
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{
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m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.m_requestedUUID);
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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.m_priorityQueueHandle);
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}
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catch (Exception) { }
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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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return m_priorityQueue.Count > 0;
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}
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}
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//Faux destructor
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