another attempt at fixing asset lockups
parent
f218e7e090
commit
aac7c1dda5
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@ -69,12 +69,12 @@ namespace OpenSim.Framework.Communications.Cache
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///
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/// Assets requests which are waiting for asset server data. This includes texture requests
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/// </summary>
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private Dictionary<LLUUID, AssetRequest> RequestedAssets;
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private Dictionary<LLUUID, AssetRequest> RequestedAssets;
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/// <summary>
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/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
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/// </summary>
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private List<AssetRequest> AssetRequests;
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private List<AssetRequest> AssetRequests;
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/// <summary>
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@ -94,8 +94,8 @@ namespace OpenSim.Framework.Communications.Cache
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m_log.InfoFormat("Assets:{0} Textures:{1} AssetRequests:{2} RequestedAssets:{3} RequestLists:{4}",
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Assets.Count,
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Textures.Count,
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AssetRequests.Count,
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RequestedAssets.Count,
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AssetRequests.Count,
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RequestedAssets.Count,
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RequestLists.Count);
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int temporaryImages = 0;
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@ -150,9 +150,9 @@ namespace OpenSim.Framework.Communications.Cache
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{
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Assets = new Dictionary<LLUUID, AssetInfo>();
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Textures = new Dictionary<LLUUID, TextureImage>();
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AssetRequests = new List<AssetRequest>();
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AssetRequests = new List<AssetRequest>();
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RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
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}
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@ -168,32 +168,32 @@ namespace OpenSim.Framework.Communications.Cache
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m_assetServer = assetServer;
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m_assetServer.SetReceiver(this);
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m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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m_assetCacheThread.Name = "AssetCacheThread";
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m_assetCacheThread.IsBackground = true;
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m_assetCacheThread.Start();
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OpenSim.Framework.ThreadTracker.Add(m_assetCacheThread);
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m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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m_assetCacheThread.Name = "AssetCacheThread";
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m_assetCacheThread.IsBackground = true;
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m_assetCacheThread.Start();
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OpenSim.Framework.ThreadTracker.Add(m_assetCacheThread);
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}
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/// <summary>
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/// Process the asset queue which holds data which is packeted up and sent
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/// directly back to the client.
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/// </summary>
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public void RunAssetManager()
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{
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while (true)
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public void RunAssetManager()
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{
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try
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while (true)
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{
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ProcessAssetQueue();
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Thread.Sleep(500);
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}
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catch (Exception e)
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{
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m_log.Error("[ASSET CACHE]: " + e.ToString());
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try
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{
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ProcessAssetQueue();
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Thread.Sleep(500);
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}
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catch (Exception e)
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{
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m_log.Error("[ASSET CACHE]: " + e.ToString());
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}
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}
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}
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}
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/// <summary>
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/// Only get an asset if we already have it in the cache.
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@ -265,6 +265,7 @@ namespace OpenSim.Framework.Communications.Cache
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AssetRequestsList requestList;
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (GetAsset)");
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if (RequestLists.TryGetValue(assetId, out requestList))
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{
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}
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@ -274,6 +275,7 @@ namespace OpenSim.Framework.Communications.Cache
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RequestLists.Add(assetId, requestList);
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}
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}
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// m_log.Info("AssetCache: Lock released on requestLists (GetAsset)");
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requestList.Requests.Add(req);
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@ -447,19 +449,19 @@ namespace OpenSim.Framework.Communications.Cache
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StatsManager.SimExtraStats.AddAsset(assetInf);
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}
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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#if DEBUG
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//m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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#endif
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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#if DEBUG
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//m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
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#endif
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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req.NumPackets = CalculateNumPackets(assetInf.Data);
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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req.NumPackets = CalculateNumPackets(assetInf.Data);
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RequestedAssets.Remove(assetInf.FullID);
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AssetRequests.Add(req);
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}
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RequestedAssets.Remove(assetInf.FullID);
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AssetRequests.Add(req);
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}
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}
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}
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@ -469,9 +471,11 @@ namespace OpenSim.Framework.Communications.Cache
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AssetRequestsList reqList = null;
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lock (RequestLists)
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{
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//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
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reqList = RequestLists[asset.FullID];
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}
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//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
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if (reqList != null)
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{
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//making a copy of the list is not ideal
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@ -486,8 +490,10 @@ namespace OpenSim.Framework.Communications.Cache
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
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RequestLists.Remove(asset.FullID);
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}
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//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
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foreach (NewAssetRequest req in theseRequests)
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{
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@ -501,217 +507,234 @@ namespace OpenSim.Framework.Communications.Cache
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// See IAssetReceiver
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public void AssetNotFound(LLUUID assetID)
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{
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m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
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// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
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// Notify requesters for this asset
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AssetRequestsList reqList = null;
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
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if (RequestLists.ContainsKey(assetID))
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{
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AssetRequestsList reqList = RequestLists[assetID];
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foreach (NewAssetRequest req in reqList.Requests)
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{
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req.Callback(assetID, null);
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}
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reqList = RequestLists[assetID];
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}
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}
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// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
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if (reqList != null)
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{
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List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
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reqList.Requests.Clear();
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
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RequestLists.Remove(assetID);
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}
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}
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}
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// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
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/// </summary>
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/// <param name="data"></param>
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/// <returns></returns>
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private int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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int numPackets = 1;
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if (data.LongLength > m_maxPacketSize)
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{
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// over max number of bytes so split up file
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long restData = data.LongLength - m_maxPacketSize;
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int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
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numPackets += restPackets;
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}
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return numPackets;
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}
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/// <summary>
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/// Make an asset request the result of which will be packeted up and sent directly back to the client.
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
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{
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LLUUID requestID = null;
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byte source = 2;
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if (transferRequest.TransferInfo.SourceType == 2)
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{
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//direct asset request
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requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
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}
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else if (transferRequest.TransferInfo.SourceType == 3)
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{
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//inventory asset request
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requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
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source = 3;
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//Console.WriteLine("asset request " + requestID);
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}
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//check to see if asset is in local cache, if not we need to request it from asset server.
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//Console.WriteLine("asset request " + requestID);
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if (!Assets.ContainsKey(requestID))
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{
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//not found asset
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// so request from asset server
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if (!RequestedAssets.ContainsKey(requestID))
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foreach (NewAssetRequest req in theseRequests)
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{
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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request.AssetRequestSource = source;
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request.Params = transferRequest.TransferInfo.Params;
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RequestedAssets.Add(requestID, request);
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m_assetServer.RequestAsset(requestID, false);
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}
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return;
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}
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//it is in our cache
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AssetInfo asset = Assets[requestID];
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// add to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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req.AssetRequestSource = source;
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = asset;
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req.NumPackets = CalculateNumPackets(asset.Data);
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AssetRequests.Add(req);
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}
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/// <summary>
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/// Process the asset queue which sends packets directly back to the client.
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/// </summary>
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private void ProcessAssetQueue()
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{
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//should move the asset downloading to a module, like has been done with texture downloading
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if (AssetRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
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// if less than 5, do all of them
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int num = Math.Min(5, AssetRequests.Count);
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AssetRequest req;
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for (int i = 0; i < num; i++)
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{
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req = (AssetRequest)AssetRequests[i];
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//Console.WriteLine("sending asset " + req.RequestAssetID);
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = 0;
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Transfer.TransferInfo.TargetType = 0;
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if (req.AssetRequestSource == 2)
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{
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Transfer.TransferInfo.Params = new byte[20];
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Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
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int assType = (int)req.AssetInf.Type;
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Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
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}
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else if (req.AssetRequestSource == 3)
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{
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Transfer.TransferInfo.Params = req.Params;
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// Transfer.TransferInfo.Params = new byte[100];
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//Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
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//Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
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}
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Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
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Transfer.TransferInfo.TransferID = req.TransferRequestID;
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req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset);
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if (req.NumPackets == 1)
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{
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 0;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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TransferPacket.TransferData.Data = req.AssetInf.Data;
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TransferPacket.TransferData.Status = 1;
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req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
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}
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else
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{
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int processedLength = 0;
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// libsecondlife hardcodes 1500 as the maximum data chunk size
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int maxChunkSize = 1250;
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int packetNumber = 0;
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while (processedLength < req.AssetInf.Data.Length)
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{
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = packetNumber;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize);
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byte[] chunk = new byte[chunkSize];
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Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length);
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TransferPacket.TransferData.Data = chunk;
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// 0 indicates more packets to come, 1 indicates last packet
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if (req.AssetInf.Data.Length - processedLength > maxChunkSize)
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{
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TransferPacket.TransferData.Status = 0;
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}
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else
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{
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TransferPacket.TransferData.Status = 1;
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}
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req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
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processedLength += chunkSize;
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packetNumber++;
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}
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req.Callback(assetID, null);
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}
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}
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//remove requests that have been completed
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for (int i = 0; i < num; i++)
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{
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AssetRequests.RemoveAt(0);
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}
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}
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public class AssetRequest
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{
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public IClientAPI RequestUser;
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public LLUUID RequestAssetID;
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public AssetInfo AssetInf;
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public TextureImage ImageInfo;
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public LLUUID TransferRequestID;
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public long DataPointer = 0;
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public int NumPackets = 0;
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public int PacketCounter = 0;
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public bool IsTextureRequest;
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public byte AssetRequestSource = 2;
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public byte[] Params = null;
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//public bool AssetInCache;
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//public int TimeRequested;
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public int DiscardLevel = -1;
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
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/// </summary>
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/// <param name="data"></param>
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/// <returns></returns>
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private int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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int numPackets = 1;
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if (data.LongLength > m_maxPacketSize)
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{
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// over max number of bytes so split up file
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long restData = data.LongLength - m_maxPacketSize;
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int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
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numPackets += restPackets;
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}
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return numPackets;
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}
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/// <summary>
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/// Make an asset request the result of which will be packeted up and sent directly back to the client.
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
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{
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LLUUID requestID = null;
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byte source = 2;
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if (transferRequest.TransferInfo.SourceType == 2)
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{
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//direct asset request
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requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
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}
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else if (transferRequest.TransferInfo.SourceType == 3)
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{
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//inventory asset request
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requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
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source = 3;
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//Console.WriteLine("asset request " + requestID);
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}
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//check to see if asset is in local cache, if not we need to request it from asset server.
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//Console.WriteLine("asset request " + requestID);
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if (!Assets.ContainsKey(requestID))
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{
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//not found asset
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// so request from asset server
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if (!RequestedAssets.ContainsKey(requestID))
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{
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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request.AssetRequestSource = source;
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request.Params = transferRequest.TransferInfo.Params;
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RequestedAssets.Add(requestID, request);
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m_assetServer.RequestAsset(requestID, false);
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}
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return;
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}
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//it is in our cache
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AssetInfo asset = Assets[requestID];
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// add to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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req.AssetRequestSource = source;
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = asset;
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req.NumPackets = CalculateNumPackets(asset.Data);
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AssetRequests.Add(req);
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}
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/// <summary>
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/// Process the asset queue which sends packets directly back to the client.
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/// </summary>
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private void ProcessAssetQueue()
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{
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//should move the asset downloading to a module, like has been done with texture downloading
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if (AssetRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
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// if less than 5, do all of them
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int num = Math.Min(5, AssetRequests.Count);
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AssetRequest req;
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for (int i = 0; i < num; i++)
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{
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req = (AssetRequest)AssetRequests[i];
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//Console.WriteLine("sending asset " + req.RequestAssetID);
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = 0;
|
||||
Transfer.TransferInfo.TargetType = 0;
|
||||
if (req.AssetRequestSource == 2)
|
||||
{
|
||||
Transfer.TransferInfo.Params = new byte[20];
|
||||
Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
|
||||
int assType = (int)req.AssetInf.Type;
|
||||
Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
|
||||
}
|
||||
else if (req.AssetRequestSource == 3)
|
||||
{
|
||||
Transfer.TransferInfo.Params = req.Params;
|
||||
// Transfer.TransferInfo.Params = new byte[100];
|
||||
//Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
|
||||
//Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
|
||||
}
|
||||
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
|
||||
Transfer.TransferInfo.TransferID = req.TransferRequestID;
|
||||
req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset);
|
||||
|
||||
if (req.NumPackets == 1)
|
||||
{
|
||||
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = 0;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID = req.TransferRequestID;
|
||||
TransferPacket.TransferData.Data = req.AssetInf.Data;
|
||||
TransferPacket.TransferData.Status = 1;
|
||||
req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
|
||||
}
|
||||
else
|
||||
{
|
||||
int processedLength = 0;
|
||||
// libsecondlife hardcodes 1500 as the maximum data chunk size
|
||||
int maxChunkSize = 1250;
|
||||
int packetNumber = 0;
|
||||
|
||||
while (processedLength < req.AssetInf.Data.Length)
|
||||
{
|
||||
TransferPacketPacket TransferPacket = new TransferPacketPacket();
|
||||
TransferPacket.TransferData.Packet = packetNumber;
|
||||
TransferPacket.TransferData.ChannelType = 2;
|
||||
TransferPacket.TransferData.TransferID = req.TransferRequestID;
|
||||
|
||||
int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize);
|
||||
byte[] chunk = new byte[chunkSize];
|
||||
Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length);
|
||||
|
||||
TransferPacket.TransferData.Data = chunk;
|
||||
|
||||
// 0 indicates more packets to come, 1 indicates last packet
|
||||
if (req.AssetInf.Data.Length - processedLength > maxChunkSize)
|
||||
{
|
||||
TransferPacket.TransferData.Status = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
TransferPacket.TransferData.Status = 1;
|
||||
}
|
||||
|
||||
req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
|
||||
|
||||
processedLength += chunkSize;
|
||||
packetNumber++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//remove requests that have been completed
|
||||
for (int i = 0; i < num; i++)
|
||||
{
|
||||
AssetRequests.RemoveAt(0);
|
||||
}
|
||||
}
|
||||
|
||||
public class AssetRequest
|
||||
{
|
||||
public IClientAPI RequestUser;
|
||||
public LLUUID RequestAssetID;
|
||||
public AssetInfo AssetInf;
|
||||
public TextureImage ImageInfo;
|
||||
public LLUUID TransferRequestID;
|
||||
public long DataPointer = 0;
|
||||
public int NumPackets = 0;
|
||||
public int PacketCounter = 0;
|
||||
public bool IsTextureRequest;
|
||||
public byte AssetRequestSource = 2;
|
||||
public byte[] Params = null;
|
||||
//public bool AssetInCache;
|
||||
//public int TimeRequested;
|
||||
public int DiscardLevel = -1;
|
||||
|
||||
public AssetRequest()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public AssetRequest()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class AssetInfo : AssetBase
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue