* 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
{
/// <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>
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);
public double m_designatedPriorityKey;
public double m_requestedPriority = 0.0d;
public uint m_lastSequence = 0;
public uint m_lastSequence;
public float m_requestedPriority;
public uint m_requestedPacketNumber;
public sbyte m_requestedDiscardLevel;
public UUID m_requestedUUID;
public IJ2KDecoder m_j2kDecodeModule;
public IAssetService m_assetCache;
public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
public AssetBase m_MissingSubstitute = null;
public bool m_decoded = false;
public bool m_completedSendAtCurrentDiscardLevel;
public OpenJPEG.J2KLayerInfo[] m_layers;
public bool m_decoded;
public bool m_hasasset;
public C5.IPriorityQueueHandle<J2KImage> m_priorityQueueHandle;
private sbyte m_discardLevel=-1;
private uint m_packetNumber;
private bool m_decoderequested = false;
public bool m_hasasset = false;
private bool m_asset_requested = false;
private bool m_sentinfo = false;
private uint m_stopPacket = 0;
private const int cImagePacketSize = 1000;
private const int cFirstPacketSize = 600;
private bool m_decoderequested;
private bool m_asset_requested;
private bool m_sentinfo;
private uint m_stopPacket;
private AssetBase m_asset;
private int m_assetDataLength;
private LLImageManager m_imageManager;
private AssetBase m_asset = null;
private int m_assetDataLength = 0;
private LLImageManager m_image;
public J2KImage(LLImageManager image)
{
m_image = image;
}
#region Properties
public uint m_pPacketNumber
{
@ -101,9 +94,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (!m_decoded)
return 0;
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)
{
@ -114,171 +108,14 @@ 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_asset = null;
m_hasasset = false;
m_asset_requested = false;
m_imageManager = imageManager;
}
public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
m_image.m_outstandingtextures++;
Layers = layers;
m_decoded = true;
RunUpdate();
}
public void AssetDataCallback(UUID AssetID, AssetBase asset)
{
m_hasasset = true;
if (asset == null || asset.Data == null)
{
m_asset = m_MissingSubstitute;
}
else
{
m_asset = asset;
}
m_assetDataLength = m_asset.Data.Length;
RunUpdate();
}
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
UUID assetID = UUID.Zero;
if (asset != null)
assetID = asset.FullID;
AssetDataCallback(assetID, asset);
}
private int GetPacketForBytePosition(int bytePosition)
{
return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1;
}
public int LastPacketSize()
{
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)
{
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;
}
// 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
{
byte[] firstImageData = new byte[cFirstPacketSize];
try
{
Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize);
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;
}
private bool SendPacket(LLClientView client)
{
bool complete = false;
int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize;
try
{
if ((CurrentBytePosition() + cImagePacketSize) > m_assetDataLength)
{
imagePacketSize = LastPacketSize();
complete=true;
if ((CurrentBytePosition() + imagePacketSize) > m_assetDataLength)
{
imagePacketSize = m_assetDataLength - CurrentBytePosition();
complete = true;
}
}
// It's concievable that the client might request packet one
// from a one packet image, which is really packet 0,
// which would leave us with a negative imagePacketSize..
if (imagePacketSize > 0)
{
byte[] imageData = new byte[imagePacketSize];
try
{
Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
}
catch (Exception e)
{
m_log.Error("Error copying texture block. Out of memory? imagePacketSize was " + imagePacketSize.ToString() + " on packet " + m_packetNumber.ToString() + " out of " + m_stopPacket.ToString() + ". Exception: " + e.ToString());
return false;
}
//Send the packet
client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData);
}
if (complete)
{
return false;
}
else
{
return true;
}
}
catch (Exception)
{
return false;
}
}
public bool SendPackets(LLClientView client, int maxpack)
{
if (!m_completedSendAtCurrentDiscardLevel)
{
if (m_packetNumber <= m_stopPacket)
{
@ -307,11 +144,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
if (m_packetNumber > m_stopPacket)
{
return true;
}
}
}
return false;
}
@ -323,19 +158,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!m_hasasset)
{
if (!m_asset_requested)
{
m_asset_requested = true;
m_assetCache.Get(m_requestedUUID.ToString(), this, AssetReceived);
}
}
else
{
if (!m_decoded)
{
//We need to decode the requested image first
@ -362,30 +192,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
}
}
}
else
{
// Check for missing image asset data
if (m_asset == null || m_asset.Data == null)
{
// FIXME:
m_packetNumber = m_stopPacket;
return;
}
}
else
if (m_requestedDiscardLevel >= 0 || m_stopPacket == 0)
{
//discardLevel of -1 means just update the priority
if (m_requestedDiscardLevel != -1)
{
//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;
}
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 (Layers.Length > 0)
if (m_layers.Length > 0)
{
m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End);
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)
@ -397,24 +229,165 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
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)
private bool SendPacket(LLClientView client)
{
m_completedSendAtCurrentDiscardLevel = false;
bool complete = false;
int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
try
{
if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_assetDataLength)
{
imagePacketSize = LastPacketSize();
complete = true;
if ((CurrentBytePosition() + imagePacketSize) > m_assetDataLength)
{
imagePacketSize = m_assetDataLength - CurrentBytePosition();
complete = true;
}
}
// It's concievable that the client might request packet one
// from a one packet image, which is really packet 0,
// which would leave us with a negative imagePacketSize..
if (imagePacketSize > 0)
{
byte[] imageData = new byte[imagePacketSize];
try
{
Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
}
catch (Exception e)
{
m_log.Error("Error copying texture block. Out of memory? imagePacketSize was " + imagePacketSize.ToString() + " on packet " + m_packetNumber.ToString() + " out of " + m_stopPacket.ToString() + ". Exception: " + e.ToString());
return false;
}
//Send the packet
client.SendImageNextPart((ushort)(m_packetNumber - 1), m_requestedUUID, imageData);
}
if (complete)
{
return false;
}
else
{
m_packetNumber = m_stopPacket;
return true;
}
}
catch (Exception)
{
return false;
}
}
private int GetPacketForBytePosition(int bytePosition)
{
return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
}
private int LastPacketSize()
{
if (m_packetNumber == 1)
return m_assetDataLength;
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;
}
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;
}
// 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;
}
private void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
m_layers = layers;
m_decoded = true;
RunUpdate();
}
private void AssetDataCallback(UUID AssetID, AssetBase asset)
{
m_hasasset = true;
if (asset == null || asset.Data == null)
{
m_asset = null;
m_decoded = true;
}
else
{
m_asset = asset;
m_assetDataLength = m_asset.Data.Length;
}
RunUpdate();
}
private void AssetReceived(string id, Object sender, AssetBase asset)
{
UUID assetID = UUID.Zero;
if (asset != null)
assetID = asset.FullID;
AssetDataCallback(assetID, asset);
}
}
}

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@ -27,26 +27,28 @@
using System;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
using log4net;
using System.Reflection;
namespace OpenSim.Region.ClientStack.LindenUDP
{
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 bool m_shuttingdown = false;
private long m_lastloopprocessed = 0;
@ -54,28 +56,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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 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)
{
m_imagestore = new Dictionary<UUID,J2KImage>();
m_priorities = new SortedList<double,UUID>();
m_priorityresolver = new Dictionary<int, int>();
m_client = client;
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;
}
@ -88,59 +74,61 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Make sure we're not shutting down..
if (!m_shuttingdown)
{
J2KImage imgrequest;
//Do we already know about this UUID?
if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
// Do a linear search for this texture download
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
//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)
{
//Update the sequence number of the last RequestImage packet
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
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
//Update the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
//Check if this will create an outstanding texture request
bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel;
//Update the requested priority
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
imgrequest.RunUpdate();
if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
{
Interlocked.Increment(ref m_outstandingtextures);
}
}
}
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.m_MissingSubstitute = m_missingsubstitute;
imgrequest = new J2KImage(this);
//Assign our decoder module
imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
@ -148,9 +136,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Assign our asset cache module
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
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
@ -163,49 +148,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Assign the asset uuid
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
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)
{
//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()
if (m_client == null)
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;
//Calculate our threshold
@ -232,30 +197,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
if (threshold < 10)
{
threshold = 10;
}
if (m_client.PacketHandler == null)
return false;
if (m_client.PacketHandler.PacketQueue == null)
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
//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;
for (int x = m_priorities.Count - 1; x > -1; x--)
while (m_priorityQueue.Count > 0)
{
J2KImage imagereq = m_priorityQueue.FindMax();
J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
if (imagereq.m_decoded == true)
{
// we need to test this here now that we are dropping assets
if (!imagereq.m_hasasset)
@ -265,72 +224,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
continue;
}
numCollected++;
++numCollected;
//SendPackets will send up to ten packets per cycle
if (imagereq.SendPackets(m_client, maxpack))
{
//Send complete
if (!imagereq.m_completedSendAtCurrentDiscardLevel)
{
// I think this field imagereq.m_completedSendAtCurrentDiscardLevel
// is completely redundant
//imagereq.m_completedSendAtCurrentDiscardLevel = true;
// Send complete. Destroy any knowledge of this transfer
try { m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); }
catch (Exception) { }
}
}
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)
{
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_outstandingtextures != 0;
return m_priorityQueue.Count > 0;
}
//Faux destructor

View File

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

View File

@ -401,4 +401,11 @@
<Key Name="assetType" Value="0" />
<Key Name="fileName" Value="default_clear.jp2" />
</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>

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