* Refactor: Genericise request limit strategies and move to OpenSim.Framework.Communications.Limit
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace OpenSim.Framework.Communications.Limit
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{
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/// <summary>
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/// Interface for strategies that can limit requests from the client. Currently only used in the
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/// texture modules to deal with repeated requests for certain textures. However, limiting strategies
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/// could be used with other requests.
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/// </summary>
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public interface IRequestLimitStrategy<TId>
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{
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/// <summary>
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/// Should the request be allowed? If the id is not monitored, then the request is always allowed.
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/// Otherwise, the strategy criteria will be applied.
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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bool AllowRequest(TId id);
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/// <summary>
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/// Has the request been refused just once?
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/// </summary>
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/// <returns>False if the request has not yet been refused, or if the request has been refused more
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/// than once.</returns>
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bool IsFirstRefusal(TId id);
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/// <summary>
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/// Start monitoring for future AllowRequest calls. If the id is already monitored, then monitoring
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/// continues.
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/// </summary>
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/// <param name="id"></param>
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void MonitorRequests(TId id);
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/// <summary>
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/// Is the id being monitored?
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/// </summary>
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/// <param name="uuid"> </param>
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/// <returns></returns>
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bool IsMonitoringRequests(TId id);
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}
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}
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@ -0,0 +1,113 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* 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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namespace OpenSim.Framework.Communications.Limit
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{
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/// <summary>
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/// Limit requests by discarding them after they've been repeated a certain number of times.
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/// </summary>
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public class RepeatLimitStrategy<TId> : IRequestLimitStrategy<TId>
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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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/// <summary>
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/// Record each asset request that we're notified about.
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/// </summary>
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private readonly Dictionary<TId, int> requestCounts = new Dictionary<TId, int>();
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/// <summary>
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/// The maximum number of requests that can be made before we drop subsequent requests.
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/// </summary>
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private readonly int m_maxRequests;
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public int MaxRequests
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{
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get { return m_maxRequests; }
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}
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/// <summary></summary>
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/// <param name="maxRequests">The maximum number of requests that may be served before all further
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/// requests are dropped.</param>
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public RepeatLimitStrategy(int maxRequests)
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{
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m_maxRequests = maxRequests;
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}
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/// <summary>
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/// <see cref="IRequestLimitStrategy"/>
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/// </summary>
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public bool AllowRequest(TId id)
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{
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if (requestCounts.ContainsKey(id))
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{
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requestCounts[id] += 1;
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if (requestCounts[id] > m_maxRequests)
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// <see cref="IRequestLimitStrategy"/>
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/// </summary>
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public bool IsFirstRefusal(TId id)
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{
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if (m_maxRequests + 1 == requestCounts[id])
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// <see cref="IRequestLimitStrategy"/>
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/// </summary>
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public void MonitorRequests(TId id)
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{
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if (!IsMonitoringRequests(id))
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{
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requestCounts.Add(id, 1);
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}
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}
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/// <summary>
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/// <see cref="IRequestLimitStrategy"/>
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/// </summary>
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public bool IsMonitoringRequests(TId id)
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{
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return requestCounts.ContainsKey(id);
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}
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}
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}
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@ -32,6 +32,7 @@ using libsecondlife;
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using libsecondlife.Packets;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Limit;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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@ -53,6 +54,20 @@ namespace OpenSim.Region.Environment.Modules
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/// </summary>
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/// </summary>
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private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
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private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
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/// <summary>
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/// We're going to limit repeated requests for the same missing texture.
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/// XXX This is really a temporary solution to deal with the situation where a client continually requests
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/// the same missing textures
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/// </summary>
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private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
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= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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/// <summary>
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/// XXX Also going to limit repeated requests for found textures.
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/// </summary>
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private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
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= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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/// <summary>
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/// <summary>
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/// Holds texture senders before they have received the appropriate texture from the asset cache.
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/// Holds texture senders before they have received the appropriate texture from the asset cache.
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/// </summary>
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/// </summary>
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@ -64,18 +79,6 @@ namespace OpenSim.Region.Environment.Modules
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/// </summary>
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/// </summary>
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private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
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private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
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/// <summary>
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/// We're going to record when we get a request for a particular missing texture for each client
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/// XXX This is really a temporary solution to deal with the situation where a client continually requests
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/// the same missing textures
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/// </summary>
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private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>();
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/// <summary>
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/// XXX Also going to record all the textures found and dispatched
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/// </summary>
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private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>();
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private readonly Scene m_scene;
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private readonly Scene m_scene;
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private readonly IClientAPI m_client;
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private readonly IClientAPI m_client;
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@ -109,50 +112,21 @@ namespace OpenSim.Region.Environment.Modules
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textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
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textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
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}
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}
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else
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else
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{
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{
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// If we've already told the client we're missing the texture, then don't ask the
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if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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// asset server for it again - record the fact that it's missing instead.
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// XXX This is to reduce (but not resolve) a current problem where some clients keep
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// requesting the same textures
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if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID))
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{
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{
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missingTextureRequestCounts[e.RequestedAssetID] += 1;
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return;
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if (missingTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS)
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{
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if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == missingTextureRequestCounts[e.RequestedAssetID])
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{
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for {1} since we have received more than {2} requests",
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e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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}
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return;
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}
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}
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}
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else
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else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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{
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{
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// If we keep receiving requests for textures we've already served to the client,
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if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
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// then stop sending them. This is a short term approach approach to the problem
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// of clients which keep requesting the same texture - the long term approach
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// will be to treat the cause (and possibly more generally cap the request
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// queues as well/instead)
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if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID))
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{
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{
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dispatchedTextureRequestCounts[e.RequestedAssetID] += 1;
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {1} requests",
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if (dispatchedTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS)
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e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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{
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}
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// if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == dispatchedTextureRequestCounts[e.RequestedAssetID])
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// {
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return;
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// m_log.DebugFormat(
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// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping further requests for dispatched/queued texture {0} for {1} since we have received more than {2} requests",
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// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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// }
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return;
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}
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}
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}
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}
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m_scene.AddPendingDownloads(1);
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m_scene.AddPendingDownloads(1);
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// Needs investigation.
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// Needs investigation.
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if (texture == null || texture.Data == null)
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if (texture == null || texture.Data == null)
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{
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{
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if (!missingTextureRequestCounts.ContainsKey(textureID))
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if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
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{
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{
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missingTextureRequestCounts.Add(textureID, 1);
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missingTextureLimitStrategy.MonitorRequests(textureID);
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
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textureSender.TextureReceived(texture);
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textureSender.TextureReceived(texture);
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EnqueueTextureSender(textureSender);
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EnqueueTextureSender(textureSender);
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// Record the fact that we've put this texture in for dispatch
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foundTextureLimitStrategy.MonitorRequests(textureID);
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if (!dispatchedTextureRequestCounts.ContainsKey(textureID))
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{
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dispatchedTextureRequestCounts.Add(textureID, 1);
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}
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}
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}
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}
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}
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