* Report 'asset not found' situations back to UserTextureDownloadService
* This fixes some of the 'runaway downloads' problem but not all of it * Also fix up logging messages so texture requests are reported as such rather than as assetsThreadPoolClientBranch
parent
96edcea3ae
commit
877713999c
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@ -116,7 +116,7 @@ namespace OpenSim.Framework.Communications.Cache
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public void Clear()
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{
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m_log.Info("[ASSETSTORAGE]: Clearing Asset cache");
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m_log.Info("[ASSET CACHE]: Clearing Asset cache");
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Initialize();
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}
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@ -135,7 +135,7 @@ namespace OpenSim.Framework.Communications.Cache
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public AssetCache(IAssetServer assetServer)
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{
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m_log.Info("[ASSETSTORAGE]: Creating Asset cache");
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m_log.Info("[ASSET CACHE]: Creating Asset cache");
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Initialize();
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m_assetServer = assetServer;
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@ -161,7 +161,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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catch (Exception e)
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{
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m_log.Error("[ASSETCACHE]: " + e.ToString());
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m_log.Error("[ASSET CACHE]: " + e.ToString());
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}
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}
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}
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@ -204,21 +204,28 @@ namespace OpenSim.Framework.Communications.Cache
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return false;
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}
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public void GetAsset(LLUUID assetId, AssetRequestCallback callback)
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/// <summary>
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/// Asynchronously retrieve an asset.
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/// </summary>
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/// <param name="assetId"></param>
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/// <param name="callback">
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/// A callback invoked when the asset has either been found or not found.
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/// If the asset was found this is called with the asset UUID and the asset data
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/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
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public void GetAsset(LLUUID assetId, AssetRequestCallback callback, bool isTexture)
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{
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AssetBase asset;
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if (TryGetCachedAsset(assetId, out asset))
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{
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callback(assetId, asset);
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}
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else
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{
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NewAssetRequest req = new NewAssetRequest(assetId, callback);
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// Make sure we always have a request list to which to add the asset
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AssetRequestsList requestList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(assetId, out requestList))
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@ -231,22 +238,22 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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m_log.DebugFormat("[ASSETCACHE]: Added request for asset {0}", assetId);
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m_log.DebugFormat("[ASSET CACHE]: Added request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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requestList.Requests.Add(req);
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m_assetServer.RequestAsset(assetId, false);
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m_assetServer.RequestAsset(assetId, isTexture);
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}
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}
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/// <summary>
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/// Get an asset. If the asset isn't in the cache, a request will be made to the persistent store to
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/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
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/// load it into the cache.
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///
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/// XXX We'll keep polling the cache until we get the asset or we exceed
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/// the allowed number of polls. This isn't a very good way of doing things since a single thread
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/// is processing inbound packets, so if the asset server is slow, we could block this for up to
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/// the timeout period. What we might want to do is register asynchronous callbacks on asset
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/// receipt in the same manner as the nascent (but not yet active) TextureDownloadModule. Of course,
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/// receipt in the same manner as the TextureDownloadModule. Of course,
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/// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
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/// asset is much more likely to have made it into the cache.
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/// </summary>
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@ -276,7 +283,8 @@ namespace OpenSim.Framework.Communications.Cache
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}
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} while (--maxPolls > 0);
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m_log.WarnFormat("[ASSETCACHE]: Asset {0} was not received before the retrieval timeout was reached", assetID.ToString());
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m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
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isTexture ? "texture" : "asset", assetID.ToString());
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return null;
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}
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@ -348,7 +356,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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m_log.InfoFormat("[ASSETCACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
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m_log.InfoFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
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}
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public AssetBase CopyAsset(LLUUID assetID)
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@ -367,9 +375,10 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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// See IAssetReceiver
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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m_log.InfoFormat("[ASSETCACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID);
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m_log.InfoFormat("[ASSET CACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID);
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if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
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{
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@ -383,7 +392,7 @@ namespace OpenSim.Framework.Communications.Cache
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TextureImage image = new TextureImage(asset);
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if (Textures.ContainsKey(image.FullID))
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{
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m_log.InfoFormat("[ASSETCACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID);
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m_log.InfoFormat("[ASSET CACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID);
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}
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else
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{
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@ -396,7 +405,7 @@ namespace OpenSim.Framework.Communications.Cache
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if (RequestedTextures.ContainsKey(image.FullID))
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{
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m_log.InfoFormat("[ASSETCACHE]: Moving {0} from RequestedTextures to TextureRequests", asset.FullID);
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m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedTextures to TextureRequests", asset.FullID);
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AssetRequest req = RequestedTextures[image.FullID];
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req.ImageInfo = image;
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@ -413,7 +422,7 @@ namespace OpenSim.Framework.Communications.Cache
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AssetInfo assetInf = new AssetInfo(asset);
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if (Assets.ContainsKey(assetInf.FullID))
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{
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m_log.InfoFormat("[ASSETCACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID);
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m_log.InfoFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID);
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}
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else
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{
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@ -426,7 +435,7 @@ namespace OpenSim.Framework.Communications.Cache
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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m_log.InfoFormat("[ASSETCACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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m_log.InfoFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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@ -455,12 +464,17 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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// See IAssetReceiver
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public void AssetNotFound(LLUUID assetID)
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{
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//m_log.ErrorFormat("[ASSET CACHE]: Unhandled AssetNotFound for {0}", assetID);
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//m_log.ErrorFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
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// The 'image not found' packet needs to happen, but RequestedTextures is not actually used (should be cleaned up)
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// It might also be better to do this in the TextureDownloadModule
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/*
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*
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AssetRequest req;
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if (RequestedTextures.TryGetValue(assetID, out req))
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{
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m_log.WarnFormat("[ASSET CACHE]: sending image not found for {0}", assetID);
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@ -473,6 +487,20 @@ namespace OpenSim.Framework.Communications.Cache
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{
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m_log.ErrorFormat("[ASSET CACHE]: Asset [{0}] not found, but couldn't find any users to send to ", assetID);
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}
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*/
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// Notify callers
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lock (RequestLists)
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{
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AssetRequestsList reqList = RequestLists[assetID];
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foreach (NewAssetRequest req in reqList.Requests)
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{
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req.Callback(assetID, null);
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}
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RequestLists.Remove(assetID);
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reqList.Requests.Clear();
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}
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}
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private int CalculateNumPackets(byte[] data)
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@ -726,4 +754,4 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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}
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}
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}
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@ -37,7 +37,8 @@ namespace OpenSim.Framework.Communications.Cache
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{
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public abstract class AssetServerBase : IAssetServer
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly log4net.ILog m_log
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= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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protected IAssetReceiver m_receiver;
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protected BlockingQueue<AssetRequest> m_assetRequests;
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@ -70,13 +71,13 @@ namespace OpenSim.Framework.Communications.Cache
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if (asset != null)
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{
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//m_log.InfoFormat("[ASSET]: Asset {0} received from asset server", req.AssetID);
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//m_log.InfoFormat("[ASSETSERVER]: Asset {0} received from asset server", req.AssetID);
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m_receiver.AssetReceived(asset, req.IsTexture);
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}
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else
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{
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m_log.ErrorFormat("[ASSET]: Asset {0} not found by asset server", req.AssetID);
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m_log.ErrorFormat("[ASSETSERVER]: Asset {0} not found by asset server", req.AssetID);
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m_receiver.AssetNotFound(req.AssetID);
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}
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@ -131,7 +132,7 @@ namespace OpenSim.Framework.Communications.Cache
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req.IsTexture = isTexture;
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m_assetRequests.Enqueue(req);
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m_log.InfoFormat("[ASSET]: Added {0} to request queue", assetID);
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m_log.InfoFormat("[ASSETSERVER]: Added {0} to request queue", assetID);
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}
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public virtual void UpdateAsset(AssetBase asset)
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@ -46,7 +46,17 @@ namespace OpenSim.Framework
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// could change to delegate?
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public interface IAssetReceiver
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{
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/// <summary>
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/// Call back made when a requested asset has been retrieved by an asset server
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/// </summary>
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/// <param name="asset"></param>
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/// <param name="IsTexture"></param>
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void AssetReceived(AssetBase asset, bool IsTexture);
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/// <summary>
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/// Call back made when an asset server could not retrieve a requested asset
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/// </summary>
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/// <param name="assetID"></param>
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void AssetNotFound(LLUUID assetID);
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}
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@ -54,4 +64,4 @@ namespace OpenSim.Framework
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{
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IAssetServer GetAssetServer();
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}
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}
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}
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@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Modules
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new TextureSender(client, e.DiscardLevel, e.PacketNumber);
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m_textureSenders.Add(e.RequestedAssetID, requestHandler);
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m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
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m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
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}
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}
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}
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@ -117,7 +117,7 @@ namespace OpenSim.Region.Environment.Modules
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/// </summary>
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/// <param name="textureID"></param>
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/// <param name="asset"></param>
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public void TextureCallback(LLUUID textureID, AssetBase asset)
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public void TextureCallback(LLUUID textureID, AssetBase texture)
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{
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lock (m_textureSenders)
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{
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@ -125,10 +125,24 @@ namespace OpenSim.Region.Environment.Modules
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if (m_textureSenders.TryGetValue(textureID, out textureSender))
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{
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if (!textureSender.ImageLoaded)
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if (null != texture)
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{
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textureSender.TextureReceived(asset);
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EnqueueTextureSender(textureSender);
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if (!textureSender.ImageLoaded)
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{
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textureSender.TextureReceived(texture);
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EnqueueTextureSender(textureSender);
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}
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}
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else
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{
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// Right now, leaving it up to lower level asset server code to post the fact that
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// this texture could not be found
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// TODO Send packet back to the client telling it not to expect the texture
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// The absence of this packet doesn't appear to be causing it a problem right now
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//m_log.InfoFormat("Removing {0} from pending downloads count", textureID);
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m_scene.AddPendingDownloads(-1);
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}
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//m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
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@ -160,7 +160,7 @@ namespace OpenSim.Region.Environment.Scenes
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cache.GetAsset(item.AssetID, delegate(LLUUID assetID, AssetBase asset)
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{
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if (asset.FullID == LLUUID.Zero)
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if (null == asset)
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{
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m_log.ErrorFormat(
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"[PRIMINVENTORY]: " +
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m_parentGroup.AddActiveScriptCount(1);
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ScheduleFullUpdate();
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}
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});
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}, false);
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}
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}
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@ -363,9 +363,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_otherMS += ms;
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}
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// private static readonly log4net.ILog m_log
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// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public void addPendingDownload(int count)
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{
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m_pendingDownloads += count;
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//m_log.InfoFormat("Adding {0} to pending downloads to make {1}", count, m_pendingDownloads);
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}
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public void addScriptLines(int count)
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