* Remove unused texture dictionaries from AssetCache
* Add documentation to AssetCacheThreadPoolClientBranch
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a8cfbbe963
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53d5aeec24
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@ -41,38 +41,60 @@ namespace OpenSim.Framework.Communications.Cache
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/// <summary>
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/// Manages local cache of assets and their sending to viewers.
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///
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/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
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/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
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/// sends packetised data directly back to the client. The only point where they meets is AssetReceived() and
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/// AssetNotFound().
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///
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/// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
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/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
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/// but it's something to bear in mind.
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/// </summary>
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public class AssetCache : IAssetReceiver
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly log4net.ILog m_log
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= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public Dictionary<LLUUID, AssetInfo> Assets;
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public Dictionary<LLUUID, TextureImage> Textures;
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/// <summary>
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/// The cache of assets. This does not include textures.
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/// </summary>
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private Dictionary<LLUUID, AssetInfo> Assets;
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/// <summary>
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/// The cache of textures.
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/// </summary>
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private Dictionary<LLUUID, TextureImage> Textures;
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public List<AssetRequest> AssetRequests; //assets ready to be sent to viewers
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public List<AssetRequest> TextureRequests; //textures ready to be sent
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/// <summary>
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/// Assets requests which are waiting for asset server data. This includes texture requests
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/// </summary>
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private Dictionary<LLUUID, AssetRequest> RequestedAssets;
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/// <summary>
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/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
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/// </summary>
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private List<AssetRequest> AssetRequests;
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public Dictionary<LLUUID, AssetRequest> RequestedAssets;
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//Assets requested from the asset server
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public Dictionary<LLUUID, AssetRequest> RequestedTextures;
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//Textures requested from the asset server
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public Dictionary<LLUUID, AssetRequestsList> RequestLists;
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/// <summary>
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/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
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/// </summary>
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private Dictionary<LLUUID, AssetRequestsList> RequestLists;
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private readonly IAssetServer m_assetServer;
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private readonly Thread m_assetCacheThread;
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/// <summary>
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/// Report statistical data.
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/// </summary>
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public void ShowState()
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{
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m_log.InfoFormat("Assets:{0} Textures:{1} AssetRequests:{2} TextureRequests:{3} RequestedAssets:{4} RequestedTextures:{5} RequestLists:{6}",
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m_log.InfoFormat("Assets:{0} Textures:{1} AssetRequests:{2} RequestedAssets:{3} RequestLists:{4}",
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Assets.Count,
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Textures.Count,
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AssetRequests.Count,
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TextureRequests.Count,
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RequestedAssets.Count,
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RequestedTextures.Count,
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RequestLists.Count);
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int temporaryImages = 0;
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@ -81,9 +103,6 @@ namespace OpenSim.Framework.Communications.Cache
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long imageBytes = 0;
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long assetBytes = 0;
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foreach (TextureImage texture in Textures.Values)
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{
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if (texture.Temporary)
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@ -109,30 +128,37 @@ namespace OpenSim.Framework.Communications.Cache
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temporaryAssets);
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m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
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imageBytes / 1024,
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assetBytes / 1024);
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imageBytes / 1024,
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assetBytes / 1024);
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}
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/// <summary>
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/// Clear the asset cache.
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/// </summary>
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public void Clear()
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{
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m_log.Info("[ASSET CACHE]: Clearing Asset cache");
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Initialize();
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}
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/// <summary>
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/// Initialize the cache.
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/// </summary>
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private void Initialize()
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{
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Assets = new Dictionary<LLUUID, AssetInfo>();
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Textures = new Dictionary<LLUUID, TextureImage>();
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AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
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TextureRequests = new List<AssetRequest>(); //textures ready to be sent
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AssetRequests = new List<AssetRequest>();
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RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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RequestedTextures = new Dictionary<LLUUID, AssetRequest>();
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RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
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}
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/// <summary>
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/// Constructor. Initialize will need to be called separately.
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/// </summary>
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/// <param name="assetServer"></param>
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public AssetCache(IAssetServer assetServer)
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{
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m_log.Info("[ASSET CACHE]: Creating Asset cache");
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@ -148,7 +174,8 @@ namespace OpenSim.Framework.Communications.Cache
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}
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/// <summary>
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///
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/// Process the asset queue which holds data which is packeted up and sent
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/// directly back to the client.
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/// </summary>
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public void RunAssetManager()
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{
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@ -359,6 +386,12 @@ namespace OpenSim.Framework.Communications.Cache
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m_log.InfoFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
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}
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/// <summary>
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/// Copy an asset and add it to the cache with a new assetID.
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/// XXX We shouldn't actually ever need to do this!
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/// </summary>
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/// <param name="assetID"></param>
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/// <returns></returns>
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public AssetBase CopyAsset(LLUUID assetID)
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{
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AssetBase asset;
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@ -402,19 +435,6 @@ namespace OpenSim.Framework.Communications.Cache
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{
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StatsManager.SimExtraStats.AddTexture(image);
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}
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if (RequestedTextures.ContainsKey(image.FullID))
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{
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m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedTextures to TextureRequests", asset.FullID);
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AssetRequest req = RequestedTextures[image.FullID];
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req.ImageInfo = image;
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req.NumPackets = CalculateNumPackets(image.Data);
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RequestedTextures.Remove(image.FullID);
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TextureRequests.Add(req);
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}
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}
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}
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else
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@ -422,7 +442,7 @@ namespace OpenSim.Framework.Communications.Cache
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AssetInfo assetInf = new AssetInfo(asset);
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if (Assets.ContainsKey(assetInf.FullID))
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{
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m_log.InfoFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID);
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m_log.DebugFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID);
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}
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else
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{
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@ -435,7 +455,7 @@ namespace OpenSim.Framework.Communications.Cache
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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@ -447,6 +467,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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// Notify requesters for this asset
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if (RequestLists.ContainsKey(asset.FullID))
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{
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lock (RequestLists)
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@ -503,6 +524,11 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
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/// </summary>
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/// <param name="data"></param>
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/// <returns></returns>
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private int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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@ -519,10 +545,8 @@ namespace OpenSim.Framework.Communications.Cache
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return numPackets;
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}
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#region Assets
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/// <summary>
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///
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/// Make an asset request the result of which will be packeted up and sent directly back to the client.
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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@ -577,7 +601,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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/// <summary>
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///
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/// Process the asset queue which sends packets directly back to the client.
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/// </summary>
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private void ProcessAssetQueue()
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{
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@ -672,8 +696,6 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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#endregion
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public class AssetRequest
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{
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public IClientAPI RequestUser;
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@ -730,7 +752,6 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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public class AssetRequestsList
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{
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public LLUUID AssetID;
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@ -120,6 +120,10 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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/// <summary>
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/// The receiver will be called back with asset data once it comes in.
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/// </summary>
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/// <param name="receiver"></param>
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public void SetReceiver(IAssetReceiver receiver)
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{
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m_receiver = receiver;
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