If reusing dynamic textures, do not reuse small data length textures that fall below current viewer discard level 2 thresholds.
Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache. This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request. This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.0.7.3-extended
parent
e0a3a8d47b
commit
a53f90cf7a
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@ -42,7 +42,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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{
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public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private const int ALL_SIDES = -1;
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@ -54,6 +54,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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/// </summary>
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public bool ReuseTextures { get; set; }
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/// <summary>
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/// If false, then textures which have a low data size are not reused when ReuseTextures = true.
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/// </summary>
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/// <remarks>
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/// LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those
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/// textures have a relatively high pixel surface but a small data size. Typically, this appears to happen
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/// if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is
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/// false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused
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/// to work around this problem.</remarks>
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public bool ReuseLowDataTextures { get; set; }
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private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
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private Dictionary<string, IDynamicTextureRender> RenderPlugins =
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@ -83,18 +94,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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/// <summary>
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/// Called by code which actually renders the dynamic texture to supply texture data.
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/// </summary>
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/// <param name="id"></param>
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/// <param name="data"></param>
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/// <param name="isReuseable">True if the data generated can be reused for subsequent identical requests</param>
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public void ReturnData(UUID id, byte[] data, bool isReuseable)
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/// <param name="updaterId"></param>
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/// <param name="texture"></param>
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public void ReturnData(UUID updaterId, IDynamicTexture texture)
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{
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DynamicTextureUpdater updater = null;
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lock (Updaters)
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{
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if (Updaters.ContainsKey(id))
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if (Updaters.ContainsKey(updaterId))
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{
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updater = Updaters[id];
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updater = Updaters[updaterId];
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}
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}
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@ -103,11 +113,16 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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if (RegisteredScenes.ContainsKey(updater.SimUUID))
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{
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Scene scene = RegisteredScenes[updater.SimUUID];
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UUID newTextureID = updater.DataReceived(data, scene);
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UUID newTextureID = updater.DataReceived(texture.Data, scene);
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if (ReuseTextures && isReuseable && !updater.BlendWithOldTexture)
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if (ReuseTextures
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&& !updater.BlendWithOldTexture
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&& texture.IsReuseable
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&& (ReuseLowDataTextures || IsDataSizeReuseable(texture)))
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{
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m_reuseableDynamicTextures.Store(
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GenerateReusableTextureKey(updater.BodyData, updater.Params), newTextureID);
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GenerateReusableTextureKey(texture.InputCommands, texture.InputParams), newTextureID);
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}
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}
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}
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@ -123,6 +138,27 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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}
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}
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/// <summary>
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/// Determines whether the texture is reuseable based on its data size.
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/// </summary>
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/// <remarks>
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/// This is a workaround for a viewer bug where very small data size textures relative to their pixel size
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/// are not redisplayed properly when pulled from cache. The calculation here is based on the typical discard
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/// level of 2, a 'rate' of 0.125 and 4 components (which makes for a factor of 0.5).
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/// </remarks>
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/// <returns></returns>
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private bool IsDataSizeReuseable(IDynamicTexture texture)
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{
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// Console.WriteLine("{0} {1}", texture.Size.Width, texture.Size.Height);
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int discardLevel2DataThreshold = (int)Math.Ceiling((texture.Size.Width >> 2) * (texture.Size.Height >> 2) * 0.5);
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// m_log.DebugFormat(
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// "[DYNAMIC TEXTURE MODULE]: Discard level 2 threshold {0}, texture data length {1}",
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// discardLevel2DataThreshold, texture.Data.Length);
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return discardLevel2DataThreshold < texture.Data.Length;
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer)
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{
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@ -293,7 +329,10 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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{
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IConfig texturesConfig = config.Configs["Textures"];
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if (texturesConfig != null)
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{
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ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false);
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ReuseLowDataTextures = texturesConfig.GetBoolean("ReuseDynamicLowDataTextures", false);
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}
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if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
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{
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@ -32,6 +32,7 @@ using System.Net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using log4net;
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@ -73,12 +74,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
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// return false;
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// }
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public byte[] ConvertUrl(string url, string extraParams)
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public IDynamicTexture ConvertUrl(string url, string extraParams)
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{
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return null;
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}
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public byte[] ConvertData(string bodyData, string extraParams)
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public IDynamicTexture ConvertData(string bodyData, string extraParams)
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{
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return null;
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}
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@ -171,11 +172,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
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private void HttpRequestReturn(IAsyncResult result)
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{
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RequestState state = (RequestState) result.AsyncState;
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WebRequest request = (WebRequest) state.Request;
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Stream stream = null;
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byte[] imageJ2000 = new byte[0];
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Size newSize = new Size(0, 0);
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try
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{
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@ -188,38 +189,44 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
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try
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{
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Bitmap image = new Bitmap(stream);
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Size newsize;
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// TODO: make this a bit less hard coded
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if ((image.Height < 64) && (image.Width < 64))
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{
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newsize = new Size(32, 32);
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newSize.Width = 32;
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newSize.Height = 32;
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}
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else if ((image.Height < 128) && (image.Width < 128))
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{
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newsize = new Size(64, 64);
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newSize.Width = 64;
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newSize.Height = 64;
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}
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else if ((image.Height < 256) && (image.Width < 256))
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{
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newsize = new Size(128, 128);
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newSize.Width = 128;
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newSize.Height = 128;
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}
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else if ((image.Height < 512 && image.Width < 512))
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{
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newsize = new Size(256, 256);
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newSize.Width = 256;
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newSize.Height = 256;
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}
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else if ((image.Height < 1024 && image.Width < 1024))
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{
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newsize = new Size(512, 512);
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newSize.Width = 512;
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newSize.Height = 512;
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}
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else
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{
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newsize = new Size(1024, 1024);
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newSize.Width = 1024;
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newSize.Height = 1024;
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}
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Bitmap resize = new Bitmap(image, newsize);
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using (Bitmap resize = new Bitmap(image, newSize))
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{
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imageJ2000 = OpenJPEG.EncodeFromImage(resize, true);
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}
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}
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catch (Exception)
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{
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m_log.Error("[LOADIMAGEURLMODULE]: OpenJpeg Conversion Failed. Empty byte data returned!");
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@ -233,7 +240,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
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}
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catch (WebException)
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{
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}
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finally
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{
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@ -243,10 +249,13 @@ namespace OpenSim.Region.CoreModules.Scripting.LoadImageURL
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}
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}
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m_log.DebugFormat("[LOADIMAGEURLMODULE] Returning {0} bytes of image data for request {1}",
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m_log.DebugFormat("[LOADIMAGEURLMODULE]: Returning {0} bytes of image data for request {1}",
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imageJ2000.Length, state.RequestID);
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m_textureManager.ReturnData(state.RequestID, imageJ2000, false);
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m_textureManager.ReturnData(
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state.RequestID,
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new OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTexture(
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request.RequestUri, null, imageJ2000, newSize, false));
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}
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#region Nested type: RequestState
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@ -57,6 +57,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
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m_dtm = new DynamicTextureModule();
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m_dtm.ReuseTextures = reuseTextures;
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// m_dtm.ReuseLowDataTextures = reuseTextures;
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m_vrm = new VectorRenderModule();
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@ -201,6 +202,7 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender.Tests
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public void TestRepeatSameDrawReusingTexture()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;";
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Assert.That(firstDynamicTextureID, Is.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID));
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}
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/// <summary>
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/// Test a low data dynamically generated texture such that it is treated as a low data texture that causes
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/// problems for current viewers.
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/// </summary>
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/// <remarks>
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/// As we do not set DynamicTextureModule.ReuseLowDataTextures = true in this test, it should not reuse the
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/// texture
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/// </remarks>
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[Test]
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public void TestRepeatSameDrawLowDataTexture()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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string dtText = "PenColour BLACK; MoveTo 40,220; FontSize 32; Text Hello World;";
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SetupScene(true);
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SceneObjectGroup so = SceneHelpers.AddSceneObject(m_scene);
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m_dtm.AddDynamicTextureData(
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m_scene.RegionInfo.RegionID,
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so.UUID,
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m_vrm.GetContentType(),
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dtText,
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"1024",
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0);
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UUID firstDynamicTextureID = so.RootPart.Shape.Textures.GetFace(0).TextureID;
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m_dtm.AddDynamicTextureData(
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m_scene.RegionInfo.RegionID,
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so.UUID,
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m_vrm.GetContentType(),
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dtText,
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"1024",
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0);
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Assert.That(firstDynamicTextureID, Is.Not.EqualTo(so.RootPart.Shape.Textures.GetFace(0).TextureID));
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}
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[Test]
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public void TestRepeatSameDrawDifferentExtraParamsReusingTexture()
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{
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@ -35,6 +35,7 @@ using System.Net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Region.CoreModules.Scripting.DynamicTexture;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using log4net;
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@ -85,20 +86,14 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
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// return lines.Any((str, r) => str.StartsWith("Image"));
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// }
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public byte[] ConvertUrl(string url, string extraParams)
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public IDynamicTexture ConvertUrl(string url, string extraParams)
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{
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return null;
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}
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public byte[] ConvertData(string bodyData, string extraParams)
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public IDynamicTexture ConvertData(string bodyData, string extraParams)
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{
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bool reuseable;
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return Draw(bodyData, extraParams, out reuseable);
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}
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private byte[] ConvertData(string bodyData, string extraParams, out bool reuseable)
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{
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return Draw(bodyData, extraParams, out reuseable);
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return Draw(bodyData, extraParams);
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}
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public bool AsyncConvertUrl(UUID id, string url, string extraParams)
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public bool AsyncConvertData(UUID id, string bodyData, string extraParams)
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{
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// XXX: This isn't actually being done asynchronously!
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bool reuseable;
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byte[] data = ConvertData(bodyData, extraParams, out reuseable);
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m_textureManager.ReturnData(id, data, reuseable);
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m_textureManager.ReturnData(id, ConvertData(bodyData, extraParams));
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return true;
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}
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#endregion
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private byte[] Draw(string data, string extraParams, out bool reuseable)
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private IDynamicTexture Draw(string data, string extraParams)
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{
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// We need to cater for old scripts that didnt use extraParams neatly, they use either an integer size which represents both width and height, or setalpha
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// we will now support multiple comma seperated params in the form width:256,height:512,alpha:255
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Bitmap bitmap = null;
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Graphics graph = null;
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bool reuseable = false;
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try
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{
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e.Message, e.StackTrace);
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}
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return imageJ2000;
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return new OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTexture(
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data, extraParams, imageJ2000, new Size(width, height), reuseable);
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}
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finally
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{
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@ -43,7 +43,7 @@ using OpenSim.Tests.Common;
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namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid.Tests
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{
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[TestFixture]
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public class GridConnectorsTests
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public class GridConnectorsTests : OpenSimTestCase
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{
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LocalGridServicesConnector m_LocalConnector;
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private void SetUp()
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@ -51,7 +51,7 @@ using RegionSettings = OpenSim.Framework.RegionSettings;
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namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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{
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[TestFixture]
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public class ArchiverTests
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public class ArchiverTests : OpenSimTestCase
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{
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private Guid m_lastRequestId;
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private string m_lastErrorMessage;
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@ -25,6 +25,8 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Drawing;
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using System.IO;
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using OpenMetaverse;
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@ -33,7 +35,14 @@ namespace OpenSim.Region.Framework.Interfaces
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public interface IDynamicTextureManager
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{
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void RegisterRender(string handleType, IDynamicTextureRender render);
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void ReturnData(UUID id, byte[] data, bool isReuseable);
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/// <summary>
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/// Used by IDynamicTextureRender implementations to return renders
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/// </summary>
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/// <param name='id'></param>
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/// <param name='data'></param>
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/// <param name='isReuseable'></param>
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void ReturnData(UUID id, IDynamicTexture texture);
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UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url, string extraParams,
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int updateTimer);
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@ -125,11 +134,53 @@ namespace OpenSim.Region.Framework.Interfaces
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// /// <param name='extraParams'></param>
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// bool AlwaysIdenticalConversion(string bodyData, string extraParams);
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byte[] ConvertUrl(string url, string extraParams);
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byte[] ConvertData(string bodyData, string extraParams);
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IDynamicTexture ConvertUrl(string url, string extraParams);
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IDynamicTexture ConvertData(string bodyData, string extraParams);
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bool AsyncConvertUrl(UUID id, string url, string extraParams);
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bool AsyncConvertData(UUID id, string bodyData, string extraParams);
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void GetDrawStringSize(string text, string fontName, int fontSize,
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out double xSize, out double ySize);
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}
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public interface IDynamicTexture
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{
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/// <summary>
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/// Input commands used to generate this data.
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/// </summary>
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/// <remarks>
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/// Null if input commands were not used.
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/// </remarks>
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string InputCommands { get; }
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/// <summary>
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/// Uri used to generate this data.
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/// </summary>
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/// <remarks>
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/// Null if a uri was not used.
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/// </remarks>
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Uri InputUri { get; }
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/// <summary>
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/// Extra input params used to generate this data.
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/// </summary>
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string InputParams { get; }
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/// <summary>
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/// Texture data.
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/// </summary>
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byte[] Data { get; }
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/// <summary>
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/// Size of texture.
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/// </summary>
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Size Size { get; }
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/// <summary>
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/// Signal whether the texture is reuseable (i.e. whether the same input data will always generate the same
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/// texture).
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/// </summary>
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bool IsReuseable { get; }
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}
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}
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@ -680,6 +680,13 @@
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; Default is false.
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ReuseDynamicTextures = false
|
||||
|
||||
; If true, then textures generated dynamically that have a low data size relative to their pixel size are not reused
|
||||
; This is to workaround an apparent LL 3.3.4 and earlier viewer bug where such textures are not redisplayed properly when pulled from the viewer cache.
|
||||
; Only set this to true if you are sure that all the viewers using your simulator will not suffer from this problem.
|
||||
; This setting only has an affect is ReuseDynamicTextures = true
|
||||
; Default is false
|
||||
ReuseDynamicLowDataTextures = false
|
||||
|
||||
|
||||
[ODEPhysicsSettings]
|
||||
; ##
|
||||
|
|
Loading…
Reference in New Issue