* 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 systems
prioritization
John Hurliman 2009-10-20 10:33:23 -07:00
parent 0a6ea33ac8
commit 9a5e7222ce
12 changed files with 45 additions and 1275 deletions

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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.
*/
namespace OpenSim.Region.ClientStack
{
/// <summary>
/// Allow users to tweak parameters for the client stack.
///
/// At the moment this is very incomplete - other tweakable settings could be added. This is also somewhat LL client
/// oriented right now.
/// </summary>
public class ClientStackUserSettings
{
/// <summary>
/// The settings for the throttle that governs how many packets in total are sent to the client.
/// </summary>
public ThrottleSettings TotalThrottleSettings;
/// <summary>
/// A multiplier applied to all client throttle settings. Default value is x2 (temporarily)
/// </summary>
public float ClientThrottleMultipler = 2;
}
}

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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.
*/
namespace OpenSim.Region.ClientStack
{
/// <summary>
/// Represent throttle settings for a client stack. These settings are in bytes per second
/// </summary>
public class ThrottleSettings
{
/// <summary>
/// Minimum bytes per second that the throttle can be set to.
/// </summary>
public int Min;
/// <summary>
/// Maximum bytes per second that the throttle can be set to.
/// </summary>
public int Max;
/// <summary>
/// Current bytes per second that the throttle should be set to.
/// </summary>
public int Current;
public ThrottleSettings(int min, int max, int current)
{
Min = min;
Max = max;
Current = current;
}
}
}

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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.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using BlockingQueue = OpenSim.Framework.BlockingQueue<OpenSim.Region.Framework.Interfaces.ITextureSender>;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Agent.TextureDownload
{
public class TextureDownloadModule : IRegionModule
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// There is one queue for all textures waiting to be sent, regardless of the requesting user.
/// </summary>
private readonly BlockingQueue m_queueSenders
= new BlockingQueue();
/// <summary>
/// Each user has their own texture download service.
/// </summary>
private readonly Dictionary<UUID, UserTextureDownloadService> m_userTextureServices =
new Dictionary<UUID, UserTextureDownloadService>();
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
public TextureDownloadModule()
{
}
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
if (m_scene == null)
{
//m_log.Debug("Creating Texture download module");
m_scene = scene;
//m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
//m_thread.Name = "ProcessTextureSenderThread";
//m_thread.IsBackground = true;
//m_thread.Start();
//ThreadTracker.Add(m_thread);
}
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "TextureDownloadModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
/// <summary>
/// Cleanup the texture service related objects for the removed presence.
/// </summary>
/// <param name="agentId"> </param>
private void EventManager_OnRemovePresence(UUID agentId)
{
UserTextureDownloadService textureService;
lock (m_userTextureServices)
{
if (m_userTextureServices.TryGetValue(agentId, out textureService))
{
textureService.Close();
//m_log.DebugFormat("[TEXTURE MODULE]: Removing UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
m_userTextureServices.Remove(agentId);
}
}
}
public void NewClient(IClientAPI client)
{
UserTextureDownloadService textureService;
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);
m_userTextureServices.Remove(client.AgentId);
}
m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
}
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
/// A-B-A problem (mantis #2855).
///
///// <summary>
///// 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);
}
}
}

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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.
*/
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
}
}

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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.
*/
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.
}
}
}

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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.
*/
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;
}
}
}

View File

@ -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;
}
}
}

View File

@ -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)
{

View File

@ -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");

View File

@ -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);
}
}
}

View File

@ -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
}
}
}

View File

@ -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();
}
}