* 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
parent
44776fea72
commit
6e0c79b8fe
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@ -38,44 +38,37 @@ using System.Reflection;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// We use this class to store image data and associated request data and attributes
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/// Stores information about a current texture download and a reference to the texture asset
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/// </summary>
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public class J2KImage
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{
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private const int IMAGE_PACKET_SIZE = 1000;
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private const int FIRST_PACKET_SIZE = 600;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public double m_designatedPriorityKey;
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public double m_requestedPriority = 0.0d;
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public uint m_lastSequence = 0;
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public uint m_lastSequence;
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public float m_requestedPriority;
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public uint m_requestedPacketNumber;
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public sbyte m_requestedDiscardLevel;
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public UUID m_requestedUUID;
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public IJ2KDecoder m_j2kDecodeModule;
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public IAssetService m_assetCache;
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public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
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public AssetBase m_MissingSubstitute = null;
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public bool m_decoded = false;
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public bool m_completedSendAtCurrentDiscardLevel;
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public OpenJPEG.J2KLayerInfo[] m_layers;
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public bool m_decoded;
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public bool m_hasasset;
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public C5.IPriorityQueueHandle<J2KImage> m_priorityQueueHandle;
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private sbyte m_discardLevel=-1;
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private uint m_packetNumber;
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private bool m_decoderequested = false;
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public bool m_hasasset = false;
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private bool m_asset_requested = false;
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private bool m_sentinfo = false;
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private uint m_stopPacket = 0;
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private const int cImagePacketSize = 1000;
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private const int cFirstPacketSize = 600;
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private bool m_decoderequested;
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private bool m_asset_requested;
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private bool m_sentinfo;
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private uint m_stopPacket;
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private AssetBase m_asset;
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private int m_assetDataLength;
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private LLImageManager m_imageManager;
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private AssetBase m_asset = null;
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private int m_assetDataLength = 0;
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private LLImageManager m_image;
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public J2KImage(LLImageManager image)
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{
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m_image = image;
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}
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#region Properties
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public uint m_pPacketNumber
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{
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@ -88,10 +81,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public byte[] Data
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{
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get
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{
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if (m_asset != null)
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return m_asset.Data;
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get
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{
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if (m_asset != null)
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return m_asset.Data;
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else
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return null;
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}
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@ -101,9 +94,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (!m_decoded)
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return 0;
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try
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{
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return (ushort)(((m_assetDataLength - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1);
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return (ushort)(((m_assetDataLength - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1);
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}
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catch (Exception)
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{
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@ -114,204 +108,45 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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public void DropAsset()
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#endregion Properties
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public J2KImage(LLImageManager imageManager)
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{
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//m_log.WarnFormat("[LLIMAGE MANAGER]: Dropping texture asset {0}", m_requestedUUID);
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m_asset = null;
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m_hasasset = false;
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m_asset_requested = false;
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m_imageManager = imageManager;
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}
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public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
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{
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m_image.m_outstandingtextures++;
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Layers = layers;
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m_decoded = true;
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RunUpdate();
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}
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public void AssetDataCallback(UUID AssetID, AssetBase asset)
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{
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m_hasasset = true;
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if (asset == null || asset.Data == null)
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{
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m_asset = m_MissingSubstitute;
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}
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else
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{
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m_asset = asset;
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}
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m_assetDataLength = m_asset.Data.Length;
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RunUpdate();
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}
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protected void AssetReceived(string id, Object sender, AssetBase asset)
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{
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UUID assetID = UUID.Zero;
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if (asset != null)
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assetID = asset.FullID;
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AssetDataCallback(assetID, asset);
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}
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private int GetPacketForBytePosition(int bytePosition)
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{
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return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1;
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}
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public int LastPacketSize()
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{
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if (m_packetNumber == 1)
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return m_assetDataLength;
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int lastsize = (m_assetDataLength - cFirstPacketSize) % cImagePacketSize;
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//If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
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if (lastsize == 0)
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{
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lastsize = cImagePacketSize;
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}
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return lastsize;
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}
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public int CurrentBytePosition()
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{
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if (m_packetNumber == 0)
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return 0;
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if (m_packetNumber == 1)
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return cFirstPacketSize;
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int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize;
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if (result < 0)
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{
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result = cFirstPacketSize;
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}
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return result;
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}
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public bool SendFirstPacket(LLClientView client)
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{
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// this means we don't have
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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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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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else if (m_assetDataLength <= cFirstPacketSize)
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{
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// Send only 1 packet
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client.SendImageFirstPart(1, m_requestedUUID, (uint)m_assetDataLength, m_asset.Data, 2);
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m_stopPacket = 0;
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return true;
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}
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else
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{
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byte[] firstImageData = new byte[cFirstPacketSize];
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try
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{
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Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize);
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client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_assetDataLength, firstImageData, 2);
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}
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catch (Exception)
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{
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m_log.Error("Texture block copy failed. Possibly out of memory?");
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return true;
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}
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}
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return false;
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}
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private bool SendPacket(LLClientView client)
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{
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bool complete = false;
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int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize;
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try
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{
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if ((CurrentBytePosition() + cImagePacketSize) > m_assetDataLength)
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{
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imagePacketSize = LastPacketSize();
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complete=true;
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if ((CurrentBytePosition() + imagePacketSize) > m_assetDataLength)
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{
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imagePacketSize = m_assetDataLength - CurrentBytePosition();
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complete = true;
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}
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}
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// It's concievable that the client might request packet one
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// from a one packet image, which is really packet 0,
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// which would leave us with a negative imagePacketSize..
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if (imagePacketSize > 0)
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{
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byte[] imageData = new byte[imagePacketSize];
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try
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{
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Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
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}
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catch (Exception e)
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{
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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());
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return false;
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}
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//Send the packet
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client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData);
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}
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if (complete)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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catch (Exception)
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{
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return false;
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}
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}
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public bool SendPackets(LLClientView client, int maxpack)
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{
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if (!m_completedSendAtCurrentDiscardLevel)
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if (m_packetNumber <= m_stopPacket)
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{
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if (m_packetNumber <= m_stopPacket)
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bool SendMore = true;
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if (!m_sentinfo || (m_packetNumber == 0))
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{
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bool SendMore = true;
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if (!m_sentinfo || (m_packetNumber == 0))
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if (SendFirstPacket(client))
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{
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if (SendFirstPacket(client))
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{
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SendMore = false;
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}
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m_sentinfo = true;
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m_packetNumber++;
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}
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// bool ignoreStop = false;
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if (m_packetNumber < 2)
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{
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m_packetNumber = 2;
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}
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int count = 0;
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while (SendMore && count < maxpack && m_packetNumber <= m_stopPacket)
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{
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count++;
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SendMore = SendPacket(client);
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m_packetNumber++;
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}
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if (m_packetNumber > m_stopPacket)
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{
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return true;
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SendMore = false;
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}
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m_sentinfo = true;
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m_packetNumber++;
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}
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// bool ignoreStop = false;
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if (m_packetNumber < 2)
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{
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m_packetNumber = 2;
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}
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int count = 0;
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while (SendMore && count < maxpack && m_packetNumber <= m_stopPacket)
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{
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count++;
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SendMore = SendPacket(client);
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m_packetNumber++;
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}
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if (m_packetNumber > m_stopPacket)
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return true;
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}
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return false;
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}
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@ -323,19 +158,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (!m_hasasset)
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{
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if (!m_asset_requested)
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{
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m_asset_requested = true;
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m_assetCache.Get(m_requestedUUID.ToString(), this, AssetReceived);
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}
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}
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else
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{
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if (!m_decoded)
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{
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//We need to decode the requested image first
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@ -362,59 +192,202 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
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}
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}
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}
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else
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{
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//discardLevel of -1 means just update the priority
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if (m_requestedDiscardLevel != -1)
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// Check for missing image asset data
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if (m_asset == null || m_asset.Data == null)
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{
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//Evaluate the discard level
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//First, is it positive?
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if (m_requestedDiscardLevel >= 0)
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{
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if (m_requestedDiscardLevel > Layers.Length - 1)
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{
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m_discardLevel = (sbyte)(Layers.Length - 1);
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}
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else
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{
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m_discardLevel = m_requestedDiscardLevel;
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}
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// FIXME:
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m_packetNumber = m_stopPacket;
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return;
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}
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//Calculate the m_stopPacket
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if (Layers.Length > 0)
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{
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m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End);
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//I don't know why, but the viewer seems to expect the final packet if the file
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//is just one packet bigger.
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if (TexturePacketCount() == m_stopPacket + 1)
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{
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m_stopPacket = TexturePacketCount();
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}
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}
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else
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if (m_requestedDiscardLevel >= 0 || m_stopPacket == 0)
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{
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int maxDiscardLevel = Math.Max(0, m_layers.Length - 1);
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// Treat initial texture downloads with a DiscardLevel of -1 a request for the highest DiscardLevel
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if (m_requestedDiscardLevel < 0 && m_stopPacket == 0)
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m_requestedDiscardLevel = (sbyte)maxDiscardLevel;
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// Clamp at the highest discard level
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m_requestedDiscardLevel = (sbyte)Math.Min(m_requestedDiscardLevel, maxDiscardLevel);
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//Calculate the m_stopPacket
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if (m_layers.Length > 0)
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{
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m_stopPacket = (uint)GetPacketForBytePosition(m_layers[(m_layers.Length - 1) - m_requestedDiscardLevel].End);
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//I don't know why, but the viewer seems to expect the final packet if the file
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//is just one packet bigger.
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if (TexturePacketCount() == m_stopPacket + 1)
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{
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m_stopPacket = TexturePacketCount();
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}
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//Don't reset packet number unless we're waiting or it's ahead of us
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if (m_completedSendAtCurrentDiscardLevel || m_requestedPacketNumber>m_packetNumber)
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{
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m_packetNumber = m_requestedPacketNumber;
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}
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if (m_packetNumber <= m_stopPacket)
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{
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m_completedSendAtCurrentDiscardLevel = false;
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}
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}
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}
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else
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{
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m_packetNumber = m_stopPacket;
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else
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{
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m_stopPacket = TexturePacketCount();
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}
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m_packetNumber = m_requestedPacketNumber;
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}
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}
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}
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}
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private bool SendPacket(LLClientView client)
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{
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bool complete = false;
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int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
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try
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{
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if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_assetDataLength)
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{
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imagePacketSize = LastPacketSize();
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complete = true;
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if ((CurrentBytePosition() + imagePacketSize) > m_assetDataLength)
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{
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imagePacketSize = m_assetDataLength - CurrentBytePosition();
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complete = true;
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}
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}
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// It's concievable that the client might request packet one
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// from a one packet image, which is really packet 0,
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// which would leave us with a negative imagePacketSize..
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if (imagePacketSize > 0)
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{
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byte[] imageData = new byte[imagePacketSize];
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try
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{
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Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
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}
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catch (Exception e)
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{
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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());
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return false;
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}
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//Send the packet
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client.SendImageNextPart((ushort)(m_packetNumber - 1), m_requestedUUID, imageData);
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}
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if (complete)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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catch (Exception)
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{
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return false;
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}
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}
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private int GetPacketForBytePosition(int bytePosition)
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{
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return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
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}
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private int LastPacketSize()
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{
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if (m_packetNumber == 1)
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return m_assetDataLength;
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int lastsize = (m_assetDataLength - FIRST_PACKET_SIZE) % IMAGE_PACKET_SIZE;
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//If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
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if (lastsize == 0)
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{
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lastsize = IMAGE_PACKET_SIZE;
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}
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return lastsize;
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}
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private int CurrentBytePosition()
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{
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if (m_packetNumber == 0)
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return 0;
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if (m_packetNumber == 1)
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return FIRST_PACKET_SIZE;
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int result = FIRST_PACKET_SIZE + ((int)m_packetNumber - 2) * IMAGE_PACKET_SIZE;
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if (result < 0)
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{
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result = FIRST_PACKET_SIZE;
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}
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return result;
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}
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private bool SendFirstPacket(LLClientView client)
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{
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// this means we don't have
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if (Data == null)
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{
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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);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
||||
//Public interfaces:
|
||||
//Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
|
||||
//void EnqueueReq - (TextureRequestArgs)
|
||||
//ProcessImageQueue
|
||||
//Close
|
||||
private sealed class J2KImageComparer : IComparer<J2KImage>
|
||||
{
|
||||
public int Compare(J2KImage x, J2KImage y)
|
||||
{
|
||||
return x.m_requestedPriority.CompareTo(y.m_requestedPriority);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -88,174 +74,147 @@ 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)
|
||||
{
|
||||
//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)
|
||||
if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
|
||||
{
|
||||
m_log.Debug("[JPEG2000]: (CAN) ID=" + newRequest.RequestedAssetID);
|
||||
|
||||
imgrequest.m_lastSequence = newRequest.requestSequence;
|
||||
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 priority
|
||||
|
||||
double priority = imgrequest.m_requestedPriority;
|
||||
if (priority != newRequest.Priority)
|
||||
//Check the packet sequence to make sure this isn't older than
|
||||
//one we've already received
|
||||
if (newRequest.requestSequence > imgrequest.m_lastSequence)
|
||||
{
|
||||
//Remove the old priority
|
||||
m_priorities.Remove(imgrequest.m_designatedPriorityKey);
|
||||
//Assign a new unique priority
|
||||
//Update the sequence number of the last RequestImage packet
|
||||
imgrequest.m_lastSequence = newRequest.requestSequence;
|
||||
|
||||
//Update the requested discard level
|
||||
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
|
||||
|
||||
//Update the requested packet number
|
||||
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
|
||||
|
||||
//Update the requested priority
|
||||
imgrequest.m_requestedPriority = newRequest.Priority;
|
||||
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
|
||||
}
|
||||
try { m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest); }
|
||||
catch (Exception) { imgrequest.m_priorityQueueHandle = null; m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); }
|
||||
|
||||
//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;
|
||||
//Run an update
|
||||
|
||||
imgrequest.RunUpdate();
|
||||
|
||||
if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
|
||||
{
|
||||
Interlocked.Increment(ref m_outstandingtextures);
|
||||
//Run an update
|
||||
imgrequest.RunUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
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;
|
||||
//Assign our decoder module
|
||||
imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
|
||||
|
||||
//Assign our asset cache module
|
||||
imgrequest.m_assetCache = m_assetCache;
|
||||
//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;
|
||||
|
||||
//Assign the requested discard level
|
||||
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
|
||||
//Assign the requested packet number
|
||||
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
|
||||
|
||||
//Assign the requested packet number
|
||||
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
|
||||
//Assign the requested priority
|
||||
imgrequest.m_requestedPriority = newRequest.Priority;
|
||||
|
||||
//Assign the requested priority
|
||||
imgrequest.m_requestedPriority = newRequest.Priority;
|
||||
//Assign the asset uuid
|
||||
imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
|
||||
|
||||
//Assign the asset uuid
|
||||
imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
|
||||
//Assign the requested priority
|
||||
imgrequest.m_requestedPriority = newRequest.Priority;
|
||||
|
||||
m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
|
||||
|
||||
//Run an update
|
||||
imgrequest.RunUpdate();
|
||||
//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
|
||||
int threshold;
|
||||
if (m_lastloopprocessed == 0)
|
||||
{
|
||||
if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
|
||||
return false;
|
||||
//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
|
||||
threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
}
|
||||
else
|
||||
{
|
||||
double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
|
||||
throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
|
||||
|
||||
//Average of 1000 bytes per packet
|
||||
throttleseconds = throttleseconds / 1000;
|
||||
|
||||
//Safe-zone multiplier of 2.0
|
||||
threshold = (int)(throttleseconds * 2.0);
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
|
||||
}
|
||||
|
||||
if (threshold < 10)
|
||||
{
|
||||
threshold = 10;
|
||||
}
|
||||
//Calculate our threshold
|
||||
int threshold;
|
||||
if (m_lastloopprocessed == 0)
|
||||
{
|
||||
if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
|
||||
return false;
|
||||
//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
|
||||
threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
}
|
||||
else
|
||||
{
|
||||
double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
|
||||
throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
|
||||
|
||||
if (m_client.PacketHandler == null)
|
||||
return false;
|
||||
//Average of 1000 bytes per packet
|
||||
throttleseconds = throttleseconds / 1000;
|
||||
|
||||
if (m_client.PacketHandler.PacketQueue == null)
|
||||
return false;
|
||||
//Safe-zone multiplier of 2.0
|
||||
threshold = (int)(throttleseconds * 2.0);
|
||||
m_lastloopprocessed = DateTime.Now.Ticks;
|
||||
|
||||
//First of all make sure our packet queue isn't above our threshold
|
||||
}
|
||||
|
||||
if (m_client.PacketHandler == null)
|
||||
return false;
|
||||
|
||||
if (m_client.PacketHandler.PacketQueue == null)
|
||||
return false;
|
||||
|
||||
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)
|
||||
{
|
||||
bool justreset = false;
|
||||
|
||||
for (int x = m_priorities.Count - 1; x > -1; x--)
|
||||
//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
|
||||
if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold)
|
||||
{
|
||||
while (m_priorityQueue.Count > 0)
|
||||
{
|
||||
|
||||
J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
|
||||
if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
|
||||
J2KImage imagereq = m_priorityQueue.FindMax();
|
||||
|
||||
if (imagereq.m_decoded == true)
|
||||
{
|
||||
// we need to test this here now that we are dropping assets
|
||||
if (!imagereq.m_hasasset)
|
||||
|
@ -265,78 +224,29 @@ 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;
|
||||
|
||||
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;
|
||||
// Send complete. Destroy any knowledge of this transfer
|
||||
try { m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); }
|
||||
catch (Exception) { }
|
||||
}
|
||||
}
|
||||
if (numCollected == count || m_outstandingtextures == 0)
|
||||
|
||||
if (numCollected == count)
|
||||
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
|
||||
public void Close()
|
||||
{
|
||||
|
||||
|
||||
m_shuttingdown = true;
|
||||
m_j2kDecodeModule = null;
|
||||
m_assetCache = null;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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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Reference in New Issue