* Rewrote LLImageManager to use a real priority queue and hold minimal state

* Rewrote the logic in J2KImage.RunUpdate()
* Added a default avatar texture (I made it myself)
prioritization
John Hurliman 2009-10-01 17:42:13 -07:00
parent 44776fea72
commit 6e0c79b8fe
5 changed files with 363 additions and 474 deletions

View File

@ -38,44 +38,37 @@ using System.Reflection;
namespace OpenSim.Region.ClientStack.LindenUDP namespace OpenSim.Region.ClientStack.LindenUDP
{ {
/// <summary> /// <summary>
/// We use this class to store image data and associated request data and attributes /// Stores information about a current texture download and a reference to the texture asset
/// </summary> /// </summary>
public class J2KImage public class J2KImage
{ {
private const int IMAGE_PACKET_SIZE = 1000;
private const int FIRST_PACKET_SIZE = 600;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public double m_designatedPriorityKey; public uint m_lastSequence;
public double m_requestedPriority = 0.0d; public float m_requestedPriority;
public uint m_lastSequence = 0;
public uint m_requestedPacketNumber; public uint m_requestedPacketNumber;
public sbyte m_requestedDiscardLevel; public sbyte m_requestedDiscardLevel;
public UUID m_requestedUUID; public UUID m_requestedUUID;
public IJ2KDecoder m_j2kDecodeModule; public IJ2KDecoder m_j2kDecodeModule;
public IAssetService m_assetCache; public IAssetService m_assetCache;
public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0]; public OpenJPEG.J2KLayerInfo[] m_layers;
public AssetBase m_MissingSubstitute = null; public bool m_decoded;
public bool m_decoded = false; public bool m_hasasset;
public bool m_completedSendAtCurrentDiscardLevel; public C5.IPriorityQueueHandle<J2KImage> m_priorityQueueHandle;
private sbyte m_discardLevel=-1;
private uint m_packetNumber; private uint m_packetNumber;
private bool m_decoderequested = false; private bool m_decoderequested;
public bool m_hasasset = false; private bool m_asset_requested;
private bool m_asset_requested = false; private bool m_sentinfo;
private bool m_sentinfo = false; private uint m_stopPacket;
private uint m_stopPacket = 0; private AssetBase m_asset;
private const int cImagePacketSize = 1000; private int m_assetDataLength;
private const int cFirstPacketSize = 600; private LLImageManager m_imageManager;
private AssetBase m_asset = null; #region Properties
private int m_assetDataLength = 0;
private LLImageManager m_image;
public J2KImage(LLImageManager image)
{
m_image = image;
}
public uint m_pPacketNumber public uint m_pPacketNumber
{ {
@ -101,9 +94,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
if (!m_decoded) if (!m_decoded)
return 0; return 0;
try try
{ {
return (ushort)(((m_assetDataLength - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1); return (ushort)(((m_assetDataLength - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1);
} }
catch (Exception) catch (Exception)
{ {
@ -114,124 +108,142 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
public void DropAsset() #endregion Properties
public J2KImage(LLImageManager imageManager)
{ {
//m_log.WarnFormat("[LLIMAGE MANAGER]: Dropping texture asset {0}", m_requestedUUID); m_imageManager = imageManager;
m_asset = null;
m_hasasset = false;
m_asset_requested = false;
} }
public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers) public bool SendPackets(LLClientView client, int maxpack)
{ {
m_image.m_outstandingtextures++; if (m_packetNumber <= m_stopPacket)
Layers = layers; {
m_decoded = true; bool SendMore = true;
RunUpdate(); if (!m_sentinfo || (m_packetNumber == 0))
{
if (SendFirstPacket(client))
{
SendMore = false;
}
m_sentinfo = true;
m_packetNumber++;
}
// bool ignoreStop = false;
if (m_packetNumber < 2)
{
m_packetNumber = 2;
} }
public void AssetDataCallback(UUID AssetID, AssetBase asset) int count = 0;
while (SendMore && count < maxpack && m_packetNumber <= m_stopPacket)
{ {
m_hasasset = true; count++;
if (asset == null || asset.Data == null) SendMore = SendPacket(client);
m_packetNumber++;
}
if (m_packetNumber > m_stopPacket)
return true;
}
return false;
}
public void RunUpdate()
{ {
m_asset = m_MissingSubstitute; //This is where we decide what we need to update
//and assign the real discardLevel and packetNumber
//assuming of course that the connected client might be bonkers
if (!m_hasasset)
{
if (!m_asset_requested)
{
m_asset_requested = true;
m_assetCache.Get(m_requestedUUID.ToString(), this, AssetReceived);
}
} }
else else
{ {
m_asset = asset; if (!m_decoded)
}
m_assetDataLength = m_asset.Data.Length;
RunUpdate();
}
protected void AssetReceived(string id, Object sender, AssetBase asset)
{ {
UUID assetID = UUID.Zero; //We need to decode the requested image first
if (asset != null) if (!m_decoderequested)
assetID = asset.FullID;
AssetDataCallback(assetID, asset);
}
private int GetPacketForBytePosition(int bytePosition)
{ {
return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1; //Request decode
} m_decoderequested = true;
// Do we have a jpeg decoder?
public int LastPacketSize() if (m_j2kDecodeModule != null)
{ {
if (m_packetNumber == 1)
return m_assetDataLength;
int lastsize = (m_assetDataLength - cFirstPacketSize) % cImagePacketSize;
//If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
if (lastsize == 0)
{
lastsize = cImagePacketSize;
}
return lastsize;
}
public int CurrentBytePosition()
{
if (m_packetNumber == 0)
return 0;
if (m_packetNumber == 1)
return cFirstPacketSize;
int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize;
if (result < 0)
{
result = cFirstPacketSize;
}
return result;
}
public bool SendFirstPacket(LLClientView client)
{
// this means we don't have
if (Data == null) if (Data == null)
{ {
client.SendImageNotFound(m_requestedUUID); J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
m_log.WarnFormat("[TEXTURE]: Got null Data element on a asset {0}.. and the missing image Data property is al", m_requestedUUID);
return true;
}
// Do we have less then 1 packet's worth of data?
else if (m_assetDataLength <= cFirstPacketSize)
{
// Send only 1 packet
client.SendImageFirstPart(1, m_requestedUUID, (uint)m_assetDataLength, m_asset.Data, 2);
m_stopPacket = 0;
return true;
} }
else else
{ {
byte[] firstImageData = new byte[cFirstPacketSize]; // Send it off to the jpeg decoder
try m_j2kDecodeModule.BeginDecode(m_requestedUUID, Data, J2KDecodedCallback);
}
}
else
{ {
Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize); J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_assetDataLength, firstImageData, 2);
} }
catch (Exception) }
}
else
{ {
m_log.Error("Texture block copy failed. Possibly out of memory?"); // Check for missing image asset data
return true; if (m_asset == null || m_asset.Data == null)
{
// FIXME:
m_packetNumber = m_stopPacket;
return;
}
if (m_requestedDiscardLevel >= 0 || m_stopPacket == 0)
{
int maxDiscardLevel = Math.Max(0, m_layers.Length - 1);
// Treat initial texture downloads with a DiscardLevel of -1 a request for the highest DiscardLevel
if (m_requestedDiscardLevel < 0 && m_stopPacket == 0)
m_requestedDiscardLevel = (sbyte)maxDiscardLevel;
// Clamp at the highest discard level
m_requestedDiscardLevel = (sbyte)Math.Min(m_requestedDiscardLevel, maxDiscardLevel);
//Calculate the m_stopPacket
if (m_layers.Length > 0)
{
m_stopPacket = (uint)GetPacketForBytePosition(m_layers[(m_layers.Length - 1) - m_requestedDiscardLevel].End);
//I don't know why, but the viewer seems to expect the final packet if the file
//is just one packet bigger.
if (TexturePacketCount() == m_stopPacket + 1)
{
m_stopPacket = TexturePacketCount();
}
}
else
{
m_stopPacket = TexturePacketCount();
}
m_packetNumber = m_requestedPacketNumber;
}
} }
} }
return false;
} }
private bool SendPacket(LLClientView client) private bool SendPacket(LLClientView client)
{ {
bool complete = false; bool complete = false;
int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize; int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
try try
{ {
if ((CurrentBytePosition() + cImagePacketSize) > m_assetDataLength) if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_assetDataLength)
{ {
imagePacketSize = LastPacketSize(); imagePacketSize = LastPacketSize();
complete = true; complete = true;
@ -275,146 +287,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return false; return false;
} }
} }
public bool SendPackets(LLClientView client, int maxpack)
{
if (!m_completedSendAtCurrentDiscardLevel) private int GetPacketForBytePosition(int bytePosition)
{ {
if (m_packetNumber <= m_stopPacket) return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
{
bool SendMore = true;
if (!m_sentinfo || (m_packetNumber == 0))
{
if (SendFirstPacket(client))
{
SendMore = false;
}
m_sentinfo = true;
m_packetNumber++;
}
// bool ignoreStop = false;
if (m_packetNumber < 2)
{
m_packetNumber = 2;
} }
int count = 0; private int LastPacketSize()
while (SendMore && count < maxpack && m_packetNumber <= m_stopPacket)
{ {
count++; if (m_packetNumber == 1)
SendMore = SendPacket(client); return m_assetDataLength;
m_packetNumber++; int lastsize = (m_assetDataLength - FIRST_PACKET_SIZE) % IMAGE_PACKET_SIZE;
//If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
if (lastsize == 0)
{
lastsize = IMAGE_PACKET_SIZE;
}
return lastsize;
} }
if (m_packetNumber > m_stopPacket) private int CurrentBytePosition()
{ {
if (m_packetNumber == 0)
return 0;
if (m_packetNumber == 1)
return FIRST_PACKET_SIZE;
int result = FIRST_PACKET_SIZE + ((int)m_packetNumber - 2) * IMAGE_PACKET_SIZE;
if (result < 0)
{
result = FIRST_PACKET_SIZE;
}
return result;
}
private bool SendFirstPacket(LLClientView client)
{
// this means we don't have
if (Data == null)
{
client.SendImageNotFound(m_requestedUUID);
m_log.WarnFormat("[TEXTURE]: Got null Data element on a asset {0}.. and the missing image Data property is al", m_requestedUUID);
return true; return true;
} }
// Do we have less then 1 packet's worth of data?
else if (m_assetDataLength <= FIRST_PACKET_SIZE)
{
// Send only 1 packet
client.SendImageFirstPart(1, m_requestedUUID, (uint)m_assetDataLength, m_asset.Data, 2);
m_stopPacket = 0;
return true;
}
else
{
byte[] firstImageData = new byte[FIRST_PACKET_SIZE];
try
{
Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)FIRST_PACKET_SIZE);
client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_assetDataLength, firstImageData, 2);
}
catch (Exception)
{
m_log.Error("Texture block copy failed. Possibly out of memory?");
return true;
} }
} }
return false; return false;
} }
public void RunUpdate() private void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{ {
//This is where we decide what we need to update m_layers = layers;
//and assign the real discardLevel and packetNumber m_decoded = true;
//assuming of course that the connected client might be bonkers RunUpdate();
if (!m_hasasset)
{
if (!m_asset_requested)
{
m_asset_requested = true;
m_assetCache.Get(m_requestedUUID.ToString(), this, AssetReceived);
} }
private void AssetDataCallback(UUID AssetID, AssetBase asset)
{
m_hasasset = true;
if (asset == null || asset.Data == null)
{
m_asset = null;
m_decoded = true;
} }
else else
{ {
m_asset = asset;
m_assetDataLength = m_asset.Data.Length;
if (!m_decoded)
{
//We need to decode the requested image first
if (!m_decoderequested)
{
//Request decode
m_decoderequested = true;
// Do we have a jpeg decoder?
if (m_j2kDecodeModule != null)
{
if (Data == null)
{
J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
}
else
{
// Send it off to the jpeg decoder
m_j2kDecodeModule.BeginDecode(m_requestedUUID, Data, J2KDecodedCallback);
} }
} RunUpdate();
else
{
J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
}
} }
} private void AssetReceived(string id, Object sender, AssetBase asset)
else
{ {
//discardLevel of -1 means just update the priority UUID assetID = UUID.Zero;
if (m_requestedDiscardLevel != -1) if (asset != null)
{ assetID = asset.FullID;
//Evaluate the discard level
//First, is it positive?
if (m_requestedDiscardLevel >= 0)
{
if (m_requestedDiscardLevel > Layers.Length - 1)
{
m_discardLevel = (sbyte)(Layers.Length - 1);
}
else
{
m_discardLevel = m_requestedDiscardLevel;
}
//Calculate the m_stopPacket AssetDataCallback(assetID, asset);
if (Layers.Length > 0)
{
m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End);
//I don't know why, but the viewer seems to expect the final packet if the file
//is just one packet bigger.
if (TexturePacketCount() == m_stopPacket + 1)
{
m_stopPacket = TexturePacketCount();
}
}
else
{
m_stopPacket = TexturePacketCount();
}
//Don't reset packet number unless we're waiting or it's ahead of us
if (m_completedSendAtCurrentDiscardLevel || m_requestedPacketNumber>m_packetNumber)
{
m_packetNumber = m_requestedPacketNumber;
}
if (m_packetNumber <= m_stopPacket)
{
m_completedSendAtCurrentDiscardLevel = false;
}
}
}
else
{
m_packetNumber = m_stopPacket;
}
}
}
} }
} }
} }

View File

@ -27,26 +27,28 @@
using System; using System;
using System.Threading; using System.Threading;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse; using OpenMetaverse;
using OpenMetaverse.Imaging; using OpenMetaverse.Imaging;
using OpenSim.Framework; using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces; using OpenSim.Services.Interfaces;
using log4net; using log4net;
using System.Reflection;
namespace OpenSim.Region.ClientStack.LindenUDP namespace OpenSim.Region.ClientStack.LindenUDP
{ {
public class LLImageManager public class LLImageManager
{ {
private sealed class J2KImageComparer : IComparer<J2KImage>
{
public int Compare(J2KImage x, J2KImage y)
{
return x.m_requestedPriority.CompareTo(y.m_requestedPriority);
}
}
//Public interfaces:
//Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
//void EnqueueReq - (TextureRequestArgs)
//ProcessImageQueue
//Close
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_shuttingdown = false; private bool m_shuttingdown = false;
private long m_lastloopprocessed = 0; private long m_lastloopprocessed = 0;
@ -54,28 +56,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private LLClientView m_client; //Client we're assigned to private LLClientView m_client; //Client we're assigned to
private IAssetService m_assetCache; //Asset Cache private IAssetService m_assetCache; //Asset Cache
private IJ2KDecoder m_j2kDecodeModule; //Our J2K module private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
private const double doubleMinimum = .0000001;
public int m_outstandingtextures = 0;
//Constructor
public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule) public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
{ {
m_imagestore = new Dictionary<UUID,J2KImage>();
m_priorities = new SortedList<double,UUID>();
m_priorityresolver = new Dictionary<int, int>();
m_client = client; m_client = client;
m_assetCache = pAssetCache; m_assetCache = pAssetCache;
if (pAssetCache != null)
m_missingsubstitute = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
else
m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
m_j2kDecodeModule = pJ2kDecodeModule; m_j2kDecodeModule = pJ2kDecodeModule;
} }
@ -88,59 +74,61 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Make sure we're not shutting down.. //Make sure we're not shutting down..
if (!m_shuttingdown) if (!m_shuttingdown)
{ {
J2KImage imgrequest;
//Do we already know about this UUID? // Do a linear search for this texture download
if (m_imagestore.ContainsKey(newRequest.RequestedAssetID)) m_priorityQueue.Find(delegate(J2KImage img) { return img.m_requestedUUID == newRequest.RequestedAssetID; }, out imgrequest);
if (imgrequest != null)
{ {
if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
{
m_log.Debug("[JPEG2000]: (CAN) ID=" + newRequest.RequestedAssetID);
try { m_priorityQueue.Delete(imgrequest.m_priorityQueueHandle); }
catch (Exception) { }
}
else
{
m_log.DebugFormat("[JPEG2000]: (UPD) ID={0}: D={1}, S={2}, P={3}",
newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
//Check the packet sequence to make sure this isn't older than //Check the packet sequence to make sure this isn't older than
//one we've already received //one we've already received
J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
// This is the inbound request sequence number. We can ignore
// "old" ones.
if (newRequest.requestSequence > imgrequest.m_lastSequence) if (newRequest.requestSequence > imgrequest.m_lastSequence)
{ {
//Update the sequence number of the last RequestImage packet
imgrequest.m_lastSequence = newRequest.requestSequence; imgrequest.m_lastSequence = newRequest.requestSequence;
//Check the priority
double priority = imgrequest.m_requestedPriority;
if (priority != newRequest.Priority)
{
//Remove the old priority
m_priorities.Remove(imgrequest.m_designatedPriorityKey);
//Assign a new unique priority
imgrequest.m_requestedPriority = newRequest.Priority;
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
}
//Update the requested discard level //Update the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
//Update the requested packet number //Update the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
//Check if this will create an outstanding texture request //Update the requested priority
bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel; imgrequest.m_requestedPriority = newRequest.Priority;
try { m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest); }
catch (Exception) { imgrequest.m_priorityQueueHandle = null; m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); }
//Run an update //Run an update
imgrequest.RunUpdate(); imgrequest.RunUpdate();
if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
{
Interlocked.Increment(ref m_outstandingtextures);
} }
} }
} }
else else
{ {
J2KImage imgrequest = new J2KImage(this); if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
{
m_log.DebugFormat("[JPEG2000]: (IGN) ID={0}: D={1}, S={2}, P={3}",
newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
}
else
{
m_log.DebugFormat("[JPEG2000]: (NEW) ID={0}: D={1}, S={2}, P={3}",
newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
//Assign our missing substitute imgrequest = new J2KImage(this);
imgrequest.m_MissingSubstitute = m_missingsubstitute;
//Assign our decoder module //Assign our decoder module
imgrequest.m_j2kDecodeModule = m_j2kDecodeModule; imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
@ -148,9 +136,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Assign our asset cache module //Assign our asset cache module
imgrequest.m_assetCache = m_assetCache; imgrequest.m_assetCache = m_assetCache;
//Assign a priority based on our request
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
//Assign the requested discard level //Assign the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
@ -163,49 +148,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Assign the asset uuid //Assign the asset uuid
imgrequest.m_requestedUUID = newRequest.RequestedAssetID; imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest); //Assign the requested priority
imgrequest.m_requestedPriority = newRequest.Priority;
//Add this download to the priority queue
m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest);
//Run an update //Run an update
imgrequest.RunUpdate(); imgrequest.RunUpdate();
} }
} }
} }
private double AssignPriority(UUID pAssetID, double pPriority)
{
//First, find out if we can just assign directly
if (m_priorityresolver.ContainsKey((int)pPriority) == false)
{
m_priorities.Add((double)((int)pPriority), pAssetID);
m_priorityresolver.Add((int)pPriority, 0);
return (double)((int)pPriority);
}
else
{
//Use the hash lookup goodness of a secondary dictionary to find a free slot
double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
m_priorities[mFreePriority] = pAssetID;
m_priorityresolver[(int)pPriority]++;
return mFreePriority;
}
} }
public bool ProcessImageQueue(int count, int maxpack) public bool ProcessImageQueue(int count, int maxpack)
{ {
//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.
// this can happen during Close() // this can happen during Close()
if (m_client == null) if (m_client == null)
return false; return false;
//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.
int numCollected = 0; int numCollected = 0;
//Calculate our threshold //Calculate our threshold
@ -232,30 +197,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
if (threshold < 10)
{
threshold = 10;
}
if (m_client.PacketHandler == null) if (m_client.PacketHandler == null)
return false; return false;
if (m_client.PacketHandler.PacketQueue == null) if (m_client.PacketHandler.PacketQueue == null)
return false; return false;
//First of all make sure our packet queue isn't above our threshold if (threshold < 10)
threshold = 10;
//Uncomment this to see what the texture stack is doing //Uncomment this to see what the texture stack is doing
//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString()); //m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0) if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold)
{ {
bool justreset = false; while (m_priorityQueue.Count > 0)
for (int x = m_priorities.Count - 1; x > -1; x--)
{ {
J2KImage imagereq = m_priorityQueue.FindMax();
J2KImage imagereq = m_imagestore[m_priorities.Values[x]]; if (imagereq.m_decoded == true)
if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
{ {
// we need to test this here now that we are dropping assets // we need to test this here now that we are dropping assets
if (!imagereq.m_hasasset) if (!imagereq.m_hasasset)
@ -265,72 +224,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
continue; continue;
} }
numCollected++; ++numCollected;
//SendPackets will send up to ten packets per cycle //SendPackets will send up to ten packets per cycle
if (imagereq.SendPackets(m_client, maxpack)) if (imagereq.SendPackets(m_client, maxpack))
{ {
//Send complete // Send complete. Destroy any knowledge of this transfer
if (!imagereq.m_completedSendAtCurrentDiscardLevel) try { m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); }
{ catch (Exception) { }
// I think this field imagereq.m_completedSendAtCurrentDiscardLevel }
// is completely redundant }
//imagereq.m_completedSendAtCurrentDiscardLevel = true;
Interlocked.Decrement(ref m_outstandingtextures);
// First and foremost, drop the reference to the asset
// so that the asset doesn't stay in memory forever.
// We'll Get it again from the asset service (usually cache)
// if/when the client requests it again.
// In order not to mess much with the current implementation
// of this management code, we drop only the asset reference
// but keep the image request itself.
imagereq.DropAsset();
//Re-assign priority to bottom
//Remove the old priority
m_priorities.Remove(imagereq.m_designatedPriorityKey);
int lowest;
if (m_priorities.Count > 0)
{
lowest = (int)m_priorities.Keys[0];
lowest--;
}
else
{
lowest = -10000;
}
m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
imagereq.m_designatedPriorityKey = (double)lowest;
if (m_priorityresolver.ContainsKey((int)lowest))
{
m_priorityresolver[(int)lowest]++;
}
else
{
m_priorityresolver.Add((int)lowest, 0);
}
}
}
if (numCollected == count) if (numCollected == count)
{
break; break;
} }
} }
if (numCollected == count || m_outstandingtextures == 0)
break;
if (numCollected % m_outstandingtextures == 0 && !justreset)
{
//We've gotten as much as we can from the stack,
//reset to the top so that we can send MOAR DATA (nomnomnom)!
x = m_priorities.Count - 1;
justreset = true; //prevents us from getting stuck in a loop return m_priorityQueue.Count > 0;
}
}
}
return m_outstandingtextures != 0;
} }
//Faux destructor //Faux destructor

View File

@ -161,7 +161,6 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
for (int i = 0; i < layerStarts.Count; i++) for (int i = 0; i < layerStarts.Count; i++)
{ {
OpenJPEG.J2KLayerInfo layer = new OpenJPEG.J2KLayerInfo(); OpenJPEG.J2KLayerInfo layer = new OpenJPEG.J2KLayerInfo();
int start = layerStarts[i];
if (i == 0) if (i == 0)
layer.Start = 0; layer.Start = 0;

View File

@ -401,4 +401,11 @@
<Key Name="assetType" Value="0" /> <Key Name="assetType" Value="0" />
<Key Name="fileName" Value="default_clear.jp2" /> <Key Name="fileName" Value="default_clear.jp2" />
</Section> </Section>
<Section Name="Default Avatar">
<Key Name="assetID" Value="c228d1cf-4b5d-4ba8-84f4-899a0796aa97"/>
<Key Name="name" Value="Default Avatar"/>
<Key Name="assetType" Value="0" />
<Key Name="fileName" Value="default_avatar.jp2" />
</Section>
</Nini> </Nini>

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