* Removing cruft left over from the conversion to the new texture sending and UDP code
* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systemsprioritization
							parent
							
								
									0a6ea33ac8
								
							
						
					
					
						commit
						9a5e7222ce
					
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						 | 
				
			
			@ -1,48 +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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namespace OpenSim.Region.ClientStack
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{
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    /// <summary>
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    /// Allow users to tweak parameters for the client stack.
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    /// 
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    /// At the moment this is very incomplete - other tweakable settings could be added.  This is also somewhat LL client
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    /// oriented right now.
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    /// </summary>
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    public class ClientStackUserSettings
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    {
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        /// <summary>
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        /// The settings for the throttle that governs how many packets in total are sent to the client.
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        /// </summary>
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        public ThrottleSettings TotalThrottleSettings;
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        /// <summary>
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        /// A multiplier applied to all client throttle settings.  Default value is x2 (temporarily)
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        /// </summary>
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        public float ClientThrottleMultipler = 2;
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    }
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}
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			@ -1,57 +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.
 | 
			
		||||
 *
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		||||
 * 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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namespace OpenSim.Region.ClientStack
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{
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    /// <summary>
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    /// Represent throttle settings for a client stack.  These settings are in bytes per second
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    /// </summary> 
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    public class ThrottleSettings
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    {
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        /// <summary>
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        /// Minimum bytes per second that the throttle can be set to.
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        /// </summary>
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        public int Min;
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        /// <summary>
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        /// Maximum bytes per second that the throttle can be set to.
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        /// </summary>
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        public int Max;
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        /// <summary>
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        /// Current bytes per second that the throttle should be set to.
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        /// </summary>
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        public int Current;
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        public ThrottleSettings(int min, int max, int current)
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        {
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            Min = min;
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            Max = max;
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            Current = current;
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        }
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    }
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}
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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.
 | 
			
		||||
 *
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		||||
 * 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
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		||||
 * 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.Framework.Communications.Cache;
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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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            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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            UserTextureDownloadService textureService;
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		||||
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		||||
            lock (m_userTextureServices)
 | 
			
		||||
            {
 | 
			
		||||
                if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
 | 
			
		||||
                {
 | 
			
		||||
                    textureService.Close();
 | 
			
		||||
                    //m_log.DebugFormat("[TEXTURE MODULE]: Removing outdated UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
 | 
			
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                    m_userTextureServices.Remove(client.AgentId);
 | 
			
		||||
                }
 | 
			
		||||
                m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
 | 
			
		||||
            }
 | 
			
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 | 
			
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            client.OnRequestTexture += TextureRequest;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// I'm commenting this out, and replacing it with the implementation below, which
 | 
			
		||||
        /// may return a null value. This is necessary for avoiding race conditions 
 | 
			
		||||
        /// recreating UserTextureServices for clients that have just been closed.
 | 
			
		||||
        /// That behavior of always returning a UserTextureServices was causing the
 | 
			
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        /// A-B-A problem (mantis #2855).
 | 
			
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        /// 
 | 
			
		||||
        ///// <summary>
 | 
			
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        ///// Does this user have a registered texture download service?
 | 
			
		||||
        ///// </summary>
 | 
			
		||||
        ///// <param name="userID"></param>
 | 
			
		||||
        ///// <param name="textureService"></param>
 | 
			
		||||
        ///// <returns>Always returns true, since a service is created if one does not already exist</returns>
 | 
			
		||||
        //private bool TryGetUserTextureService(
 | 
			
		||||
        //    IClientAPI client, out UserTextureDownloadService textureService)
 | 
			
		||||
        //{
 | 
			
		||||
        //    lock (m_userTextureServices)
 | 
			
		||||
        //    {
 | 
			
		||||
        //        if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
 | 
			
		||||
        //        {
 | 
			
		||||
        //            //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
 | 
			
		||||
        //            return true;
 | 
			
		||||
        //        }
 | 
			
		||||
 | 
			
		||||
        //        m_log.DebugFormat("[TEXTURE MODULE]: Creating new UserTextureServices in ", m_scene.RegionInfo.RegionName);
 | 
			
		||||
        //        textureService = new UserTextureDownloadService(client, m_scene, m_queueSenders);
 | 
			
		||||
        //        m_userTextureServices.Add(client.AgentId, textureService);
 | 
			
		||||
 | 
			
		||||
        //        return true;
 | 
			
		||||
        //    }
 | 
			
		||||
        //}
 | 
			
		||||
 | 
			
		||||
        /// <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))
 | 
			
		||||
                {
 | 
			
		||||
                    //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
 | 
			
		||||
                    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;
 | 
			
		||||
 | 
			
		||||
                    CachedUserInfo profile = scene.CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
 | 
			
		||||
                    if (profile == 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.
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -1,180 +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 NUnit.Framework;
 | 
			
		||||
using NUnit.Framework.SyntaxHelpers;
 | 
			
		||||
using OpenMetaverse;
 | 
			
		||||
using OpenSim.Framework;
 | 
			
		||||
using OpenSim.Tests.Common;
 | 
			
		||||
using OpenSim.Tests.Common.Mock;
 | 
			
		||||
 | 
			
		||||
namespace OpenSim.Region.CoreModules.Agent.TextureSender
 | 
			
		||||
{
 | 
			
		||||
    [TestFixture]
 | 
			
		||||
    public class UserTextureSenderTests
 | 
			
		||||
    {
 | 
			
		||||
        public UUID uuid1;
 | 
			
		||||
        public UUID uuid2;
 | 
			
		||||
        public UUID uuid3;
 | 
			
		||||
        public UUID uuid4;
 | 
			
		||||
        public int npackets, testsize;
 | 
			
		||||
        public TestClient client;
 | 
			
		||||
        public TextureSender ts;
 | 
			
		||||
        public static Random random = new Random();
 | 
			
		||||
 | 
			
		||||
        [TestFixtureSetUp]
 | 
			
		||||
        public void Init()
 | 
			
		||||
        {
 | 
			
		||||
            AgentCircuitData agent = new AgentCircuitData();
 | 
			
		||||
            agent.AgentID = UUID.Random();
 | 
			
		||||
            agent.firstname = "testfirstname";
 | 
			
		||||
            agent.lastname = "testlastname";
 | 
			
		||||
            agent.SessionID = UUID.Zero;
 | 
			
		||||
            agent.SecureSessionID = UUID.Zero;
 | 
			
		||||
            agent.circuitcode = 123;
 | 
			
		||||
            agent.BaseFolder = UUID.Zero;
 | 
			
		||||
            agent.InventoryFolder = UUID.Zero;
 | 
			
		||||
            agent.startpos = Vector3.Zero;
 | 
			
		||||
            agent.CapsPath = "http://wibble.com";
 | 
			
		||||
            client = new TestClient(agent, null);
 | 
			
		||||
            ts = new TextureSender(client, 0, 0);
 | 
			
		||||
            testsize = random.Next(5000,15000);
 | 
			
		||||
            npackets = CalculateNumPackets(testsize);
 | 
			
		||||
            uuid1 = UUID.Random();
 | 
			
		||||
            uuid2 = UUID.Random();
 | 
			
		||||
            uuid3 = UUID.Random();
 | 
			
		||||
            uuid4 = UUID.Random();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Test sending package
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        [Test]
 | 
			
		||||
        public void T010_SendPkg()
 | 
			
		||||
        {
 | 
			
		||||
            TestHelper.InMethod();
 | 
			
		||||
            // Normal sending
 | 
			
		||||
            AssetBase abase = new AssetBase(uuid1, "asset one");
 | 
			
		||||
            byte[] abdata = new byte[testsize];
 | 
			
		||||
            random.NextBytes(abdata);
 | 
			
		||||
            abase.Data = abdata;
 | 
			
		||||
            bool isdone = false;
 | 
			
		||||
            ts.TextureReceived(abase);
 | 
			
		||||
            for (int i = 0; i < npackets; i++) {
 | 
			
		||||
                isdone = ts.SendTexturePacket();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Assert.That(isdone,Is.False);
 | 
			
		||||
            isdone = ts.SendTexturePacket();
 | 
			
		||||
            Assert.That(isdone,Is.True);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [Test]
 | 
			
		||||
        public void T011_UpdateReq()
 | 
			
		||||
        {
 | 
			
		||||
            TestHelper.InMethod();
 | 
			
		||||
            // Test packet number start
 | 
			
		||||
            AssetBase abase = new AssetBase(uuid2, "asset two");
 | 
			
		||||
            byte[] abdata = new byte[testsize];
 | 
			
		||||
            random.NextBytes(abdata);
 | 
			
		||||
            abase.Data = abdata;
 | 
			
		||||
 | 
			
		||||
            bool isdone = false;
 | 
			
		||||
            ts.TextureReceived(abase);
 | 
			
		||||
            ts.UpdateRequest(0,3);
 | 
			
		||||
 | 
			
		||||
            for (int i = 0; i < npackets-3; i++) {
 | 
			
		||||
                isdone = ts.SendTexturePacket();
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            Assert.That(isdone,Is.False);
 | 
			
		||||
            isdone = ts.SendTexturePacket();
 | 
			
		||||
            Assert.That(isdone,Is.True);
 | 
			
		||||
 | 
			
		||||
            // Test discard level
 | 
			
		||||
            abase = new AssetBase(uuid3, "asset three");
 | 
			
		||||
            abdata = new byte[testsize];
 | 
			
		||||
            random.NextBytes(abdata);
 | 
			
		||||
            abase.Data = abdata;
 | 
			
		||||
            isdone = false;
 | 
			
		||||
            ts.TextureReceived(abase);
 | 
			
		||||
            ts.UpdateRequest(-1,0);
 | 
			
		||||
 | 
			
		||||
            Assert.That(ts.SendTexturePacket(),Is.True);
 | 
			
		||||
 | 
			
		||||
            abase = new AssetBase(uuid4, "asset four");
 | 
			
		||||
            abdata = new byte[testsize];
 | 
			
		||||
            random.NextBytes(abdata);
 | 
			
		||||
            abase.Data = abdata;
 | 
			
		||||
            isdone = false;
 | 
			
		||||
            ts.TextureReceived(abase);
 | 
			
		||||
            ts.UpdateRequest(0,5);
 | 
			
		||||
 | 
			
		||||
            for (int i = 0; i < npackets-5; i++) {
 | 
			
		||||
                isdone = ts.SendTexturePacket();
 | 
			
		||||
            }
 | 
			
		||||
            Assert.That(isdone,Is.False);
 | 
			
		||||
            isdone = ts.SendTexturePacket();
 | 
			
		||||
            Assert.That(isdone,Is.True);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [Test]
 | 
			
		||||
        public void T999_FinishStatus()
 | 
			
		||||
        {
 | 
			
		||||
            TestHelper.InMethod();
 | 
			
		||||
            // Of the 4 assets "sent", only 2 sent the first part.
 | 
			
		||||
            Assert.That(client.sentdatapkt.Count,Is.EqualTo(2));
 | 
			
		||||
 | 
			
		||||
            // Sum of all packets sent:
 | 
			
		||||
            int totalpkts = (npackets) + (npackets - 2) + (npackets - 4);
 | 
			
		||||
            Assert.That(client.sentpktpkt.Count,Is.EqualTo(totalpkts));
 | 
			
		||||
        }
 | 
			
		||||
        
 | 
			
		||||
        /// <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...
 | 
			
		||||
        /// Borrowed from TextureSender.cs
 | 
			
		||||
        /// </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;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -1,212 +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;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -154,14 +154,6 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
        /// </summary>
 | 
			
		||||
        private int m_hitCount;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Initialize asset cache module with default parameters.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public void Initialize()
 | 
			
		||||
        {
 | 
			
		||||
            Initialize(DefaultMaxSize, DefaultMaxCount, DefaultExpirationTime);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Initialize asset cache module, with custom parameters.
 | 
			
		||||
        /// </summary>
 | 
			
		||||
| 
						 | 
				
			
			@ -174,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
        /// <param name="expirationTime">
 | 
			
		||||
        /// Asset's expiration time.
 | 
			
		||||
        /// </param>
 | 
			
		||||
        public void Initialize(long maximalSize, int maximalCount, TimeSpan expirationTime)
 | 
			
		||||
        protected void Initialize(long maximalSize, int maximalCount, TimeSpan expirationTime)
 | 
			
		||||
        {
 | 
			
		||||
            if (maximalSize <= 0 || maximalCount <= 0)
 | 
			
		||||
            {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -44,10 +44,8 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
                LogManager.GetLogger(
 | 
			
		||||
                MethodBase.GetCurrentMethod().DeclaringType);
 | 
			
		||||
 | 
			
		||||
        private bool m_Enabled = false;
 | 
			
		||||
        private Cache m_Cache = new Cache(CacheMedium.Memory,
 | 
			
		||||
                                          CacheStrategy.Aggressive,
 | 
			
		||||
                                          CacheFlags.AllowUpdate);
 | 
			
		||||
        private bool m_Enabled;
 | 
			
		||||
        private Cache m_Cache;
 | 
			
		||||
 | 
			
		||||
        public string Name
 | 
			
		||||
        {
 | 
			
		||||
| 
						 | 
				
			
			@ -77,6 +75,7 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
                        return;
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    m_Cache = new Cache(CacheMedium.Memory, CacheStrategy.Aggressive, CacheFlags.AllowUpdate);
 | 
			
		||||
                    m_Enabled = true;
 | 
			
		||||
 | 
			
		||||
                    m_log.Info("[ASSET CACHE]: Core asset cache enabled");
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -61,24 +61,23 @@ namespace Flotsam.RegionModules.AssetCache
 | 
			
		|||
                LogManager.GetLogger(
 | 
			
		||||
                MethodBase.GetCurrentMethod().DeclaringType);
 | 
			
		||||
 | 
			
		||||
        private bool m_Enabled = false;
 | 
			
		||||
        private bool m_Enabled;
 | 
			
		||||
 | 
			
		||||
        private const string m_ModuleName = "FlotsamAssetCache";
 | 
			
		||||
        private const string m_DefaultCacheDirectory = m_ModuleName;
 | 
			
		||||
        private string m_CacheDirectory = m_DefaultCacheDirectory;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        private List<char> m_InvalidChars = new List<char>();
 | 
			
		||||
        private readonly List<char> m_InvalidChars = new List<char>();
 | 
			
		||||
 | 
			
		||||
        private int m_LogLevel = 1;
 | 
			
		||||
        private ulong m_HitRateDisplay = 1; // How often to display hit statistics, given in requests
 | 
			
		||||
 | 
			
		||||
        private static ulong m_Requests = 0;
 | 
			
		||||
        private static ulong m_RequestsForInprogress = 0;
 | 
			
		||||
        private static ulong m_DiskHits = 0;
 | 
			
		||||
        private static ulong m_MemoryHits = 0;
 | 
			
		||||
        private static double m_HitRateMemory = 0.0;
 | 
			
		||||
        private static double m_HitRateFile = 0.0;
 | 
			
		||||
        private static ulong m_Requests;
 | 
			
		||||
        private static ulong m_RequestsForInprogress;
 | 
			
		||||
        private static ulong m_DiskHits;
 | 
			
		||||
        private static ulong m_MemoryHits;
 | 
			
		||||
        private static double m_HitRateMemory;
 | 
			
		||||
        private static double m_HitRateFile;
 | 
			
		||||
 | 
			
		||||
#if WAIT_ON_INPROGRESS_REQUESTS
 | 
			
		||||
        private Dictionary<string, ManualResetEvent> m_CurrentlyWriting = new Dictionary<string, ManualResetEvent>();
 | 
			
		||||
| 
						 | 
				
			
			@ -87,7 +86,7 @@ namespace Flotsam.RegionModules.AssetCache
 | 
			
		|||
        private List<string> m_CurrentlyWriting = new List<string>();
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
        private ExpiringCache<string, AssetBase> m_MemoryCache = new ExpiringCache<string, AssetBase>();
 | 
			
		||||
        private ExpiringCache<string, AssetBase> m_MemoryCache;
 | 
			
		||||
        private bool m_MemoryCacheEnabled = true;
 | 
			
		||||
 | 
			
		||||
        // Expiration is expressed in hours.
 | 
			
		||||
| 
						 | 
				
			
			@ -101,12 +100,12 @@ namespace Flotsam.RegionModules.AssetCache
 | 
			
		|||
        private static int m_CacheDirectoryTierLen = 3;
 | 
			
		||||
        private static int m_CacheWarnAt = 30000;
 | 
			
		||||
 | 
			
		||||
        private System.Timers.Timer m_CachCleanTimer = new System.Timers.Timer();
 | 
			
		||||
        private System.Timers.Timer m_CacheCleanTimer;
 | 
			
		||||
 | 
			
		||||
        private IAssetService m_AssetService = null;
 | 
			
		||||
        private IAssetService m_AssetService;
 | 
			
		||||
        private List<Scene> m_Scenes = new List<Scene>();
 | 
			
		||||
 | 
			
		||||
        private bool m_DeepScanBeforePurge = false;
 | 
			
		||||
        private bool m_DeepScanBeforePurge;
 | 
			
		||||
 | 
			
		||||
        public FlotsamAssetCache()
 | 
			
		||||
        {
 | 
			
		||||
| 
						 | 
				
			
			@ -128,14 +127,15 @@ namespace Flotsam.RegionModules.AssetCache
 | 
			
		|||
        {
 | 
			
		||||
            IConfig moduleConfig = source.Configs["Modules"];
 | 
			
		||||
            
 | 
			
		||||
 | 
			
		||||
            if (moduleConfig != null)
 | 
			
		||||
            {
 | 
			
		||||
                string name = moduleConfig.GetString("AssetCaching", "");
 | 
			
		||||
                string name = moduleConfig.GetString("AssetCaching", String.Empty);
 | 
			
		||||
 | 
			
		||||
                if (name == Name)
 | 
			
		||||
                {
 | 
			
		||||
                    m_MemoryCache = new ExpiringCache<string, AssetBase>();
 | 
			
		||||
                    m_Enabled = true;
 | 
			
		||||
 | 
			
		||||
                    m_log.InfoFormat("[FLOTSAM ASSET CACHE]: {0} enabled", this.Name);
 | 
			
		||||
 | 
			
		||||
                    IConfig assetConfig = source.Configs["AssetCache"];
 | 
			
		||||
| 
						 | 
				
			
			@ -163,21 +163,11 @@ namespace Flotsam.RegionModules.AssetCache
 | 
			
		|||
                    m_FileExpirationCleanupTimer = TimeSpan.FromHours(assetConfig.GetDouble("FileCleanupTimer", m_DefaultFileExpiration));
 | 
			
		||||
                    if ((m_FileExpiration > TimeSpan.Zero) && (m_FileExpirationCleanupTimer > TimeSpan.Zero))
 | 
			
		||||
                    {
 | 
			
		||||
                        m_CachCleanTimer.Interval = m_FileExpirationCleanupTimer.TotalMilliseconds;
 | 
			
		||||
                        m_CachCleanTimer.AutoReset = true;
 | 
			
		||||
                        m_CachCleanTimer.Elapsed += CleanupExpiredFiles;
 | 
			
		||||
                        m_CachCleanTimer.Enabled = true;
 | 
			
		||||
                        lock (m_CachCleanTimer)
 | 
			
		||||
                        {
 | 
			
		||||
                            m_CachCleanTimer.Start();
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    else
 | 
			
		||||
                    {
 | 
			
		||||
                        lock (m_CachCleanTimer)
 | 
			
		||||
                        {
 | 
			
		||||
                            m_CachCleanTimer.Enabled = false;
 | 
			
		||||
                        }
 | 
			
		||||
                        m_CacheCleanTimer = new System.Timers.Timer(m_FileExpirationCleanupTimer.TotalMilliseconds);
 | 
			
		||||
                        m_CacheCleanTimer.AutoReset = true;
 | 
			
		||||
                        m_CacheCleanTimer.Elapsed += CleanupExpiredFiles;
 | 
			
		||||
                        lock (m_CacheCleanTimer)
 | 
			
		||||
                            m_CacheCleanTimer.Start();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    m_CacheDirectoryTiers = assetConfig.GetInt("CacheDirectoryTiers", 1);
 | 
			
		||||
| 
						 | 
				
			
			@ -208,7 +198,6 @@ namespace Flotsam.RegionModules.AssetCache
 | 
			
		|||
                    MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache clear",  "fcache clear [file] [memory]", "Remove all assets in the file and/or memory cache", HandleConsoleCommand);
 | 
			
		||||
                    MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache assets", "fcache assets", "Attempt a deep scan and cache of all assets in all scenes", HandleConsoleCommand);
 | 
			
		||||
                    MainConsole.Instance.Commands.AddCommand(this.Name, true, "fcache expire", "fcache expire <datetime>", "Purge cached assets older then the specified date/time", HandleConsoleCommand);
 | 
			
		||||
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -45,11 +45,13 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
                LogManager.GetLogger(
 | 
			
		||||
                MethodBase.GetCurrentMethod().DeclaringType);
 | 
			
		||||
 | 
			
		||||
        private bool m_Enabled = false;
 | 
			
		||||
        private ICache m_Cache = new GlynnTucker.Cache.SimpleMemoryCache();
 | 
			
		||||
        private bool m_Enabled;
 | 
			
		||||
        private ICache m_Cache;
 | 
			
		||||
        private ulong m_Hits;
 | 
			
		||||
        private ulong m_Requests;
 | 
			
		||||
 | 
			
		||||
        // Instrumentation
 | 
			
		||||
        private uint m_DebugRate = 0;
 | 
			
		||||
        private uint m_DebugRate;
 | 
			
		||||
 | 
			
		||||
        public Type ReplaceableInterface 
 | 
			
		||||
        {
 | 
			
		||||
| 
						 | 
				
			
			@ -72,6 +74,7 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
 | 
			
		||||
                if (name == Name)
 | 
			
		||||
                {
 | 
			
		||||
                    m_Cache = new GlynnTucker.Cache.SimpleMemoryCache();
 | 
			
		||||
                    m_Enabled = true;
 | 
			
		||||
 | 
			
		||||
                    m_log.Info("[ASSET CACHE]: GlynnTucker asset cache enabled");
 | 
			
		||||
| 
						 | 
				
			
			@ -80,7 +83,6 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
                    IConfig cacheConfig = source.Configs["AssetCache"];
 | 
			
		||||
                    if (cacheConfig != null)
 | 
			
		||||
                        m_DebugRate = (uint)cacheConfig.GetInt("DebugRate", 0);
 | 
			
		||||
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			@ -117,24 +119,6 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
                m_Cache.AddOrUpdate(asset.ID, asset);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private ulong m_Hits = 0;
 | 
			
		||||
        private ulong m_Requests = 0;
 | 
			
		||||
        private void Debug(Object asset)
 | 
			
		||||
        {
 | 
			
		||||
            // Temporary instrumentation to measure the hit/miss rate
 | 
			
		||||
            if (m_DebugRate > 0)
 | 
			
		||||
            {
 | 
			
		||||
                m_Requests++;
 | 
			
		||||
                if (asset != null)
 | 
			
		||||
                    m_Hits++;
 | 
			
		||||
 | 
			
		||||
                if ((m_Requests % m_DebugRate) == 0)
 | 
			
		||||
                    m_log.DebugFormat("[ASSET CACHE]: Hit Rate {0} / {1} == {2}%", m_Hits, m_Requests, ((float)m_Hits / m_Requests) * 100);
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
            // End instrumentation
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public AssetBase Get(string id)
 | 
			
		||||
        {
 | 
			
		||||
            Object asset = null;
 | 
			
		||||
| 
						 | 
				
			
			@ -156,5 +140,20 @@ namespace OpenSim.Region.CoreModules.Asset
 | 
			
		|||
        {
 | 
			
		||||
            m_Cache.Clear();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private void Debug(Object asset)
 | 
			
		||||
        {
 | 
			
		||||
            // Temporary instrumentation to measure the hit/miss rate
 | 
			
		||||
            if (m_DebugRate > 0)
 | 
			
		||||
            {
 | 
			
		||||
                ++m_Requests;
 | 
			
		||||
                if (asset != null)
 | 
			
		||||
                    ++m_Hits;
 | 
			
		||||
 | 
			
		||||
                if ((m_Requests % m_DebugRate) == 0)
 | 
			
		||||
                    m_log.DebugFormat("[ASSET CACHE]: Hit Rate {0} / {1} == {2}%", m_Hits, m_Requests, ((float)m_Hits / (float)m_Requests) * 100.0f);
 | 
			
		||||
            }
 | 
			
		||||
            // End instrumentation
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -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();
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
		Loading…
	
		Reference in New Issue