Merge branch 'master' into careminster-presence-refactor
commit
70bb542727
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@ -7262,34 +7262,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//handlerTextureRequest = null;
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//handlerTextureRequest = null;
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||||||
for (int i = 0; i < imageRequest.RequestImage.Length; i++)
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for (int i = 0; i < imageRequest.RequestImage.Length; i++)
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||||||
{
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{
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if (OnRequestTexture != null)
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TextureRequestArgs args = new TextureRequestArgs();
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RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i];
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||||||
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args.RequestedAssetID = block.Image;
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args.DiscardLevel = block.DiscardLevel;
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args.PacketNumber = block.Packet;
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args.Priority = block.DownloadPriority;
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args.requestSequence = imageRequest.Header.Sequence;
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// NOTE: This is not a built in part of the LLUDP protocol, but we double the
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// priority of avatar textures to get avatars rezzing in faster than the
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// surrounding scene
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if ((ImageType)block.Type == ImageType.Baked)
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args.Priority *= 2.0f;
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// in the end, we null this, so we have to check if it's null
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if (m_imageManager != null)
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{
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{
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TextureRequestArgs args = new TextureRequestArgs();
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m_imageManager.EnqueueReq(args);
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RequestImagePacket.RequestImageBlock block = imageRequest.RequestImage[i];
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args.RequestedAssetID = block.Image;
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args.DiscardLevel = block.DiscardLevel;
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args.PacketNumber = block.Packet;
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args.Priority = block.DownloadPriority;
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args.requestSequence = imageRequest.Header.Sequence;
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// NOTE: This is not a built in part of the LLUDP protocol, but we double the
|
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// priority of avatar textures to get avatars rezzing in faster than the
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// surrounding scene
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if ((ImageType)block.Type == ImageType.Baked)
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args.Priority *= 2.0f;
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//handlerTextureRequest = OnRequestTexture;
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//if (handlerTextureRequest != null)
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//OnRequestTexture(this, args);
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// in the end, we null this, so we have to check if it's null
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if (m_imageManager != null)
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{
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m_imageManager.EnqueueReq(args);
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}
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}
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}
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}
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}
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return true;
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return true;
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@ -1,302 +0,0 @@
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/*
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|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
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||||||
|
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||||||
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using BlockingQueue = OpenSim.Framework.BlockingQueue<OpenSim.Region.Framework.Interfaces.ITextureSender>;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.Agent.TextureDownload
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{
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public class TextureDownloadModule : IRegionModule
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// There is one queue for all textures waiting to be sent, regardless of the requesting user.
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/// </summary>
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private readonly BlockingQueue m_queueSenders
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= new BlockingQueue();
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/// <summary>
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/// Each user has their own texture download service.
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/// </summary>
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private readonly Dictionary<UUID, UserTextureDownloadService> m_userTextureServices =
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new Dictionary<UUID, UserTextureDownloadService>();
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private Scene m_scene;
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private List<Scene> m_scenes = new List<Scene>();
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public TextureDownloadModule()
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{
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}
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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{
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if (m_scene == null)
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{
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//m_log.Debug("Creating Texture download module");
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m_scene = scene;
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//m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
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//m_thread.Name = "ProcessTextureSenderThread";
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//m_thread.IsBackground = true;
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//m_thread.Start();
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//ThreadTracker.Add(m_thread);
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}
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if (!m_scenes.Contains(scene))
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{
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m_scenes.Add(scene);
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m_scene = scene;
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m_scene.EventManager.OnNewClient += NewClient;
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m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "TextureDownloadModule"; }
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}
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||||||
public bool IsSharedModule
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||||||
{
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get { return false; }
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}
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#endregion
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/// <summary>
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||||||
/// Cleanup the texture service related objects for the removed presence.
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/// </summary>
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/// <param name="agentId"> </param>
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private void EventManager_OnRemovePresence(UUID agentId)
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{
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UserTextureDownloadService textureService;
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(agentId, out textureService))
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{
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textureService.Close();
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//m_log.DebugFormat("[TEXTURE MODULE]: Removing UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
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m_userTextureServices.Remove(agentId);
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}
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}
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}
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public void NewClient(IClientAPI client)
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||||||
{
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UserTextureDownloadService textureService;
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
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{
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textureService.Close();
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//m_log.DebugFormat("[TEXTURE MODULE]: Removing outdated UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
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m_userTextureServices.Remove(client.AgentId);
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}
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m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
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}
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client.OnRequestTexture += TextureRequest;
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}
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/// I'm commenting this out, and replacing it with the implementation below, which
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/// may return a null value. This is necessary for avoiding race conditions
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/// recreating UserTextureServices for clients that have just been closed.
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/// That behavior of always returning a UserTextureServices was causing the
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/// A-B-A problem (mantis #2855).
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///
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///// <summary>
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///// Does this user have a registered texture download service?
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///// </summary>
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///// <param name="userID"></param>
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///// <param name="textureService"></param>
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///// <returns>Always returns true, since a service is created if one does not already exist</returns>
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//private bool TryGetUserTextureService(
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// IClientAPI client, out UserTextureDownloadService textureService)
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||||||
//{
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||||||
// lock (m_userTextureServices)
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||||||
// {
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||||||
// if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
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||||||
// {
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||||||
// //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
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// return true;
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||||||
// }
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||||||
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||||||
// m_log.DebugFormat("[TEXTURE MODULE]: Creating new UserTextureServices in ", m_scene.RegionInfo.RegionName);
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||||||
// textureService = new UserTextureDownloadService(client, m_scene, m_queueSenders);
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||||||
// m_userTextureServices.Add(client.AgentId, textureService);
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|
||||||
|
|
||||||
// return true;
|
|
||||||
// }
|
|
||||||
//}
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||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Does this user have a registered texture download service?
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="userID"></param>
|
|
||||||
/// <param name="textureService"></param>
|
|
||||||
/// <returns>A UserTextureDownloadService or null in the output parameter, and true or false accordingly.</returns>
|
|
||||||
private bool TryGetUserTextureService(IClientAPI client, out UserTextureDownloadService textureService)
|
|
||||||
{
|
|
||||||
lock (m_userTextureServices)
|
|
||||||
{
|
|
||||||
if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
|
|
||||||
{
|
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||||||
//m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
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|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
textureService = null;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Start the process of requesting a given texture.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="sender"> </param>
|
|
||||||
/// <param name="e"></param>
|
|
||||||
public void TextureRequest(Object sender, TextureRequestArgs e)
|
|
||||||
{
|
|
||||||
IClientAPI client = (IClientAPI)sender;
|
|
||||||
|
|
||||||
if (e.Priority == 1016001f) // Preview
|
|
||||||
{
|
|
||||||
if (client.Scene is Scene)
|
|
||||||
{
|
|
||||||
Scene scene = (Scene)client.Scene;
|
|
||||||
|
|
||||||
ScenePresence sp = scene.GetScenePresence(client.AgentId);
|
|
||||||
if (sp == null) // Deny unknown user
|
|
||||||
return;
|
|
||||||
|
|
||||||
IInventoryService invService = scene.InventoryService;
|
|
||||||
if (invService.GetRootFolder(client.AgentId) == null) // Deny no inventory
|
|
||||||
return;
|
|
||||||
|
|
||||||
// Diva 2009-08-13: this test doesn't make any sense to many devs
|
|
||||||
//if (profile.UserProfile.GodLevel < 200 && profile.RootFolder.FindAsset(e.RequestedAssetID) == null) // Deny if not owned
|
|
||||||
//{
|
|
||||||
// m_log.WarnFormat("[TEXTURE]: user {0} doesn't have permissions to texture {1}");
|
|
||||||
// return;
|
|
||||||
//}
|
|
||||||
|
|
||||||
m_log.Debug("Texture preview");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
UserTextureDownloadService textureService;
|
|
||||||
|
|
||||||
if (TryGetUserTextureService(client, out textureService))
|
|
||||||
{
|
|
||||||
textureService.HandleTextureRequest(e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Entry point for the thread dedicated to processing the texture queue.
|
|
||||||
/// </summary>
|
|
||||||
public void ProcessTextureSenders()
|
|
||||||
{
|
|
||||||
ITextureSender sender = null;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
sender = m_queueSenders.Dequeue();
|
|
||||||
|
|
||||||
if (sender.Cancel)
|
|
||||||
{
|
|
||||||
TextureSent(sender);
|
|
||||||
|
|
||||||
sender.Cancel = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
bool finished = sender.SendTexturePacket();
|
|
||||||
if (finished)
|
|
||||||
{
|
|
||||||
TextureSent(sender);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_queueSenders.Enqueue(sender);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Make sure that any sender we currently have can get garbage collected
|
|
||||||
sender = null;
|
|
||||||
|
|
||||||
//m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
|
|
||||||
m_log.ErrorFormat(
|
|
||||||
"[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
|
|
||||||
e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when the texture has finished sending.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="sender"></param>
|
|
||||||
private void TextureSent(ITextureSender sender)
|
|
||||||
{
|
|
||||||
sender.Sending = false;
|
|
||||||
//m_log.DebugFormat("[TEXTURE]: Removing download stat for {0}", sender.assetID);
|
|
||||||
m_scene.StatsReporter.AddPendingDownloads(-1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,87 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
|
|
||||||
using OpenMetaverse;
|
|
||||||
using OpenSim.Framework;
|
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.CoreModules.Agent.TextureDownload
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Sends a 'texture not found' packet back to the client
|
|
||||||
/// </summary>
|
|
||||||
public class TextureNotFoundSender : ITextureSender
|
|
||||||
{
|
|
||||||
// private static readonly log4net.ILog m_log
|
|
||||||
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
|
|
||||||
// private IClientAPI m_client;
|
|
||||||
// private UUID m_textureId;
|
|
||||||
|
|
||||||
public TextureNotFoundSender(IClientAPI client, UUID textureID)
|
|
||||||
{
|
|
||||||
//m_client = client;
|
|
||||||
//m_textureId = textureID;
|
|
||||||
}
|
|
||||||
|
|
||||||
#region ITextureSender Members
|
|
||||||
|
|
||||||
public bool Sending
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Cancel
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
// See ITextureSender
|
|
||||||
public void UpdateRequest(int discardLevel, uint packetNumber)
|
|
||||||
{
|
|
||||||
// No need to implement since priority changes don't affect this operation
|
|
||||||
}
|
|
||||||
|
|
||||||
// See ITextureSender
|
|
||||||
public bool SendTexturePacket()
|
|
||||||
{
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[TEXTURE NOT FOUND SENDER]: Informing the client that texture {0} cannot be found",
|
|
||||||
// m_textureId);
|
|
||||||
|
|
||||||
// XXX Temporarily disabling as this appears to be causing client crashes on at least
|
|
||||||
// 1.19.0(5) of the Linden Second Life client.
|
|
||||||
// m_client.SendImageNotFound(m_textureId);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,265 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Reflection;
|
|
||||||
using log4net;
|
|
||||||
using OpenMetaverse;
|
|
||||||
using OpenSim.Framework;
|
|
||||||
using OpenSim.Framework.Communications.Limit;
|
|
||||||
using OpenSim.Framework.Statistics;
|
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
|
||||||
using OpenSim.Region.Framework.Scenes;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.CoreModules.Agent.TextureDownload
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// This module sets up texture senders in response to client texture requests, and places them on a
|
|
||||||
/// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
|
|
||||||
/// asset cache).
|
|
||||||
/// </summary>
|
|
||||||
public class UserTextureDownloadService
|
|
||||||
{
|
|
||||||
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// True if the service has been closed, probably because a user with texture requests still queued
|
|
||||||
/// logged out.
|
|
||||||
/// </summary>
|
|
||||||
private bool closed;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// We will allow the client to request the same texture n times before dropping further requests
|
|
||||||
///
|
|
||||||
/// This number includes repeated requests for the same texture at different resolutions (which we don't
|
|
||||||
/// currently handle properly as far as I know). However, this situation should be handled in a more
|
|
||||||
/// sophisticated way.
|
|
||||||
/// </summary>
|
|
||||||
// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// XXX Also going to limit requests for found textures.
|
|
||||||
/// </summary>
|
|
||||||
// private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
|
|
||||||
// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
|
|
||||||
|
|
||||||
// private readonly IClientAPI m_client;
|
|
||||||
private readonly Scene m_scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Texture Senders are placed in this queue once they have received their texture from the asset
|
|
||||||
/// cache. Another module actually invokes the send.
|
|
||||||
/// </summary>
|
|
||||||
// private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Holds texture senders before they have received the appropriate texture from the asset cache.
|
|
||||||
/// </summary>
|
|
||||||
private readonly Dictionary<UUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<UUID, TextureSender.TextureSender>();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// We're going to limit requests for the same missing texture.
|
|
||||||
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
|
|
||||||
/// the same missing textures
|
|
||||||
/// </summary>
|
|
||||||
// private readonly IRequestLimitStrategy<UUID> missingTextureLimitStrategy
|
|
||||||
// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
|
|
||||||
|
|
||||||
public UserTextureDownloadService(
|
|
||||||
IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue<ITextureSender> sharedQueue)
|
|
||||||
{
|
|
||||||
// m_client = client;
|
|
||||||
m_scene = scene;
|
|
||||||
// m_sharedSendersQueue = sharedQueue;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Handle a texture request. This involves creating a texture sender and placing it on the
|
|
||||||
/// previously passed in shared queue.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="e"></param>
|
|
||||||
public void HandleTextureRequest(TextureRequestArgs e)
|
|
||||||
{
|
|
||||||
|
|
||||||
//TextureSender.TextureSender textureSender;
|
|
||||||
|
|
||||||
//TODO: should be working out the data size/ number of packets to be sent for each discard level
|
|
||||||
//if ((e.DiscardLevel >= 0) || (e.Priority != 0))
|
|
||||||
//{
|
|
||||||
//lock (m_textureSenders)
|
|
||||||
//{
|
|
||||||
//if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
|
|
||||||
//{
|
|
||||||
// If we've received new non UUID information for this request and it hasn't dispatched
|
|
||||||
// yet, then update the request accordingly.
|
|
||||||
// textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
|
|
||||||
//}
|
|
||||||
//else
|
|
||||||
//{
|
|
||||||
// m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
|
|
||||||
|
|
||||||
//if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
|
|
||||||
//{
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[TEXTURE]: Refusing request for {0} from client {1}",
|
|
||||||
// e.RequestedAssetID, m_client.AgentId);
|
|
||||||
|
|
||||||
//return;
|
|
||||||
//}
|
|
||||||
//else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
|
|
||||||
//{
|
|
||||||
// if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
|
|
||||||
// {
|
|
||||||
// if (StatsManager.SimExtraStats != null)
|
|
||||||
// StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
|
|
||||||
|
|
||||||
// Commenting out this message for now as it causes too much noise with other
|
|
||||||
// debug messages.
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
|
|
||||||
// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// return;
|
|
||||||
//}
|
|
||||||
|
|
||||||
m_scene.StatsReporter.AddPendingDownloads(1);
|
|
||||||
|
|
||||||
//TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
|
|
||||||
//m_textureSenders.Add(e.RequestedAssetID, null);
|
|
||||||
|
|
||||||
m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void TextureReceived(string id, Object sender, AssetBase asset)
|
|
||||||
{
|
|
||||||
if (asset != null)
|
|
||||||
TextureCallback(asset.FullID, asset);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The callback for the asset cache when a texture has been retrieved. This method queues the
|
|
||||||
/// texture sender for processing.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="textureID"></param>
|
|
||||||
/// <param name="texture"></param>
|
|
||||||
public void TextureCallback(UUID textureID, AssetBase texture)
|
|
||||||
{
|
|
||||||
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
|
|
||||||
|
|
||||||
// There may still be texture requests pending for a logged out client
|
|
||||||
if (closed)
|
|
||||||
return;
|
|
||||||
|
|
||||||
/*
|
|
||||||
lock (m_textureSenders)
|
|
||||||
{
|
|
||||||
TextureSender.TextureSender textureSender;
|
|
||||||
if (m_textureSenders.TryGetValue(textureID, out textureSender))
|
|
||||||
{
|
|
||||||
// XXX It may be perfectly valid for a texture to have no data... but if we pass
|
|
||||||
// this on to the TextureSender it will blow up, so just discard for now.
|
|
||||||
// Needs investigation.
|
|
||||||
if (texture == null || texture.Data == null)
|
|
||||||
{
|
|
||||||
if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
|
|
||||||
{
|
|
||||||
missingTextureLimitStrategy.MonitorRequests(textureID);
|
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
|
||||||
// "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
|
|
||||||
// textureID, m_client.AgentId);
|
|
||||||
}
|
|
||||||
|
|
||||||
ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
|
|
||||||
EnqueueTextureSender(textureNotFoundSender);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (!textureSender.ImageLoaded)
|
|
||||||
{
|
|
||||||
textureSender.TextureReceived(texture);
|
|
||||||
EnqueueTextureSender(textureSender);
|
|
||||||
|
|
||||||
foundTextureLimitStrategy.MonitorRequests(textureID);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
|
|
||||||
m_textureSenders.Remove(textureID);
|
|
||||||
//m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_log.WarnFormat(
|
|
||||||
"[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
|
|
||||||
textureID);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Place a ready texture sender on the processing queue.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="textureSender"></param>
|
|
||||||
// private void EnqueueTextureSender(ITextureSender textureSender)
|
|
||||||
// {
|
|
||||||
// textureSender.Cancel = false;
|
|
||||||
// textureSender.Sending = true;
|
|
||||||
//
|
|
||||||
// if (!m_sharedSendersQueue.Contains(textureSender))
|
|
||||||
// {
|
|
||||||
// m_sharedSendersQueue.Enqueue(textureSender);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Close this module.
|
|
||||||
/// </summary>
|
|
||||||
internal void Close()
|
|
||||||
{
|
|
||||||
closed = true;
|
|
||||||
|
|
||||||
lock (m_textureSenders)
|
|
||||||
{
|
|
||||||
foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
|
|
||||||
{
|
|
||||||
textureSender.Cancel = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_textureSenders.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// XXX: It might be possible to also remove pending texture requests from the asset cache queues,
|
|
||||||
// though this might also be more trouble than it's worth.
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,212 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System;
|
|
||||||
using System.Reflection;
|
|
||||||
using log4net;
|
|
||||||
using OpenSim.Framework;
|
|
||||||
using OpenSim.Region.Framework.Interfaces;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.CoreModules.Agent.TextureSender
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// A TextureSender handles the process of receiving a texture requested by the client from the
|
|
||||||
/// AssetCache, and then sending that texture back to the client.
|
|
||||||
/// </summary>
|
|
||||||
public class TextureSender : ITextureSender
|
|
||||||
{
|
|
||||||
private static readonly ILog m_log
|
|
||||||
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Records the number of times texture send has been called.
|
|
||||||
/// </summary>
|
|
||||||
public int counter = 0;
|
|
||||||
|
|
||||||
public bool ImageLoaded = false;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Holds the texture asset to send.
|
|
||||||
/// </summary>
|
|
||||||
private AssetBase m_asset;
|
|
||||||
|
|
||||||
//public UUID assetID { get { return m_asset.FullID; } }
|
|
||||||
|
|
||||||
// private bool m_cancel = false;
|
|
||||||
|
|
||||||
// See ITextureSender
|
|
||||||
|
|
||||||
// private bool m_sending = false;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This is actually the number of extra packets required to send the texture data! We always assume
|
|
||||||
/// at least one is required.
|
|
||||||
/// </summary>
|
|
||||||
private int NumPackets = 0;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
|
|
||||||
/// at the 600th byte (0th indexed).
|
|
||||||
/// </summary>
|
|
||||||
private int PacketCounter = 0;
|
|
||||||
|
|
||||||
private int RequestedDiscardLevel = -1;
|
|
||||||
private IClientAPI RequestUser;
|
|
||||||
private uint StartPacketNumber = 0;
|
|
||||||
|
|
||||||
public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
|
|
||||||
{
|
|
||||||
RequestUser = client;
|
|
||||||
RequestedDiscardLevel = discardLevel;
|
|
||||||
StartPacketNumber = packetNumber;
|
|
||||||
}
|
|
||||||
|
|
||||||
#region ITextureSender Members
|
|
||||||
|
|
||||||
public bool Cancel
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set
|
|
||||||
{
|
|
||||||
// m_cancel = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Sending
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set
|
|
||||||
{
|
|
||||||
// m_sending = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// See ITextureSender
|
|
||||||
public void UpdateRequest(int discardLevel, uint packetNumber)
|
|
||||||
{
|
|
||||||
RequestedDiscardLevel = discardLevel;
|
|
||||||
StartPacketNumber = packetNumber;
|
|
||||||
PacketCounter = (int)StartPacketNumber;
|
|
||||||
}
|
|
||||||
|
|
||||||
// See ITextureSender
|
|
||||||
public bool SendTexturePacket()
|
|
||||||
{
|
|
||||||
//m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
|
|
||||||
|
|
||||||
SendPacket();
|
|
||||||
counter++;
|
|
||||||
if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
|
|
||||||
((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets / (RequestedDiscardLevel + 1)))))
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Load up the texture data to send.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="asset"></param>
|
|
||||||
public void TextureReceived(AssetBase asset)
|
|
||||||
{
|
|
||||||
m_asset = asset;
|
|
||||||
NumPackets = CalculateNumPackets(asset.Data.Length);
|
|
||||||
PacketCounter = (int)StartPacketNumber;
|
|
||||||
ImageLoaded = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sends a texture packet to the client.
|
|
||||||
/// </summary>
|
|
||||||
private void SendPacket()
|
|
||||||
{
|
|
||||||
if (PacketCounter <= NumPackets)
|
|
||||||
{
|
|
||||||
if (PacketCounter == 0)
|
|
||||||
{
|
|
||||||
if (NumPackets == 0)
|
|
||||||
{
|
|
||||||
RequestUser.SendImageFirstPart(1, m_asset.FullID, (uint)m_asset.Data.Length, m_asset.Data, 2);
|
|
||||||
PacketCounter++;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
byte[] ImageData1 = new byte[600];
|
|
||||||
Array.Copy(m_asset.Data, 0, ImageData1, 0, 600);
|
|
||||||
|
|
||||||
RequestUser.SendImageFirstPart(
|
|
||||||
(ushort)(NumPackets), m_asset.FullID, (uint)m_asset.Data.Length, ImageData1, 2);
|
|
||||||
PacketCounter++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
|
|
||||||
if (size > 1000) size = 1000;
|
|
||||||
byte[] imageData = new byte[size];
|
|
||||||
try
|
|
||||||
{
|
|
||||||
Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), imageData, 0, size);
|
|
||||||
}
|
|
||||||
catch (ArgumentOutOfRangeException)
|
|
||||||
{
|
|
||||||
m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
|
|
||||||
m_asset.ID);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
RequestUser.SendImageNextPart((ushort)PacketCounter, m_asset.FullID, imageData);
|
|
||||||
PacketCounter++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Calculate the number of packets that will be required to send the texture loaded into this sender
|
|
||||||
/// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="length"></param>
|
|
||||||
/// <returns></returns>
|
|
||||||
private int CalculateNumPackets(int length)
|
|
||||||
{
|
|
||||||
int numPackets = 0;
|
|
||||||
|
|
||||||
if (length > 600)
|
|
||||||
{
|
|
||||||
//over 600 bytes so split up file
|
|
||||||
int restData = (length - 600);
|
|
||||||
int restPackets = ((restData + 999) / 1000);
|
|
||||||
numPackets = restPackets;
|
|
||||||
}
|
|
||||||
|
|
||||||
return numPackets;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,58 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSimulator Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Framework.Interfaces
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Interface for an object which can send texture information to a client
|
|
||||||
/// </summary>
|
|
||||||
public interface ITextureSender
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Are we in the process of sending the texture?
|
|
||||||
/// </summary>
|
|
||||||
bool Sending { get; set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Has the texture send been cancelled?
|
|
||||||
/// </summary>
|
|
||||||
bool Cancel { get; set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Update the non data properties of a texture request
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="discardLevel"></param>
|
|
||||||
/// <param name="packetNumber"></param>
|
|
||||||
void UpdateRequest(int discardLevel, uint packetNumber);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Send a texture packet to the client.
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>True if the last packet has been sent, false otherwise.</returns>
|
|
||||||
bool SendTexturePacket();
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -692,10 +692,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
item.BasePermissions, item.CurrentPermissions, item.EveryOnePermissions, item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
CreateNewInventoryItem(
|
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
|
||||||
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID, asset, (sbyte)item.InvType,
|
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0) || m_permissions.BypassPermissions() || m_permissions.CanCopyUserInventory(remoteClient.AgentId, oldItemID))
|
||||||
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions, item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
{
|
||||||
|
CreateNewInventoryItem(
|
||||||
|
remoteClient, item.CreatorId, item.CreatorData, newFolderID, newName, item.Flags, callbackID,
|
||||||
|
asset, (sbyte) item.InvType,
|
||||||
|
item.NextPermissions, item.NextPermissions, item.EveryOnePermissions & item.NextPermissions,
|
||||||
|
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
Loading…
Reference in New Issue