Started to port Local AssetCache from standalone branch

physicsExample
MW 2007-03-05 15:35:18 +00:00
parent e0f74692ad
commit b7d9de1b40
6 changed files with 324 additions and 26 deletions

302
Assets/AssetCache.cs Normal file
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@ -0,0 +1,302 @@
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 libsecondlife;
using libsecondlife.Packets;
using OpenSim;
using OpenSim.GridServers;
namespace OpenSim.Assets
{
/// <summary>
/// Manages local cache of assets and their sending to viewers.
/// </summary>
public class AssetCache : IAssetReceived
{
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
public List<AssetRequest> RequestedAssets = new List<AssetRequest>(); //Assets requested from the asset server
public List<AssetRequest> RequestedTextures = new List<AssetRequest>(); //Textures requested from the asset server
private IAssetServer _assetServer;
/// <summary>
///
/// </summary>
public AssetCache( IAssetServer assetServer)
{
_assetServer = assetServer;
_assetServer.SetReceiver(this);
}
/// <summary>
///
/// </summary>
private void RunAssetManager()
{
this.ProcessAssetQueue();
this.ProcessTextureQueue();
}
/// <summary>
///
/// </summary>
private void ProcessTextureQueue()
{
if(this.TextureRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
//should be running in its own thread but for now is called by timer
if(this.TextureRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.TextureRequests.Count;
}
else
{
num=5;
}
AssetRequest req;
for(int i = 0; i < num; i++)
{
req=(AssetRequest)this.TextureRequests[i];
if(req.PacketCounter == 0)
{
//first time for this request so send imagedata packet
if(req.NumPackets == 1)
{
//only one packet so send whole file
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = 1;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = req.ImageInfo.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.l= time;
//System.Console.WriteLine("sent texture: "+req.image_info.FullID);
}
else
{
//more than one packet so split file up
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = (ushort)req.NumPackets;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent first packet of texture:
}
}
else
{
//send imagepacket
//more than one packet so split file up
ImagePacketPacket im = new ImagePacketPacket();
im.ImageID.Packet = (ushort)req.PacketCounter;
im.ImageID.ID = req.ImageInfo.FullID;
int size = req.ImageInfo.Data.Length - 600 - 1000*(req.PacketCounter - 1);
if(size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(req.ImageInfo.Data, 600 + 1000*(req.PacketCounter - 1), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
}
}
//remove requests that have been completed
for(int i = 0; i < num; i++)
{
req=(AssetRequest)this.TextureRequests[i];
if(req.PacketCounter == req.NumPackets)
{
this.TextureRequests.Remove(req);
}
}
}
public void AssetReceived(AssetBase asset)
{
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
}
public void AssetNotFound(AssetBase asset)
{
//the asset server had no knowledge of requested asset
}
#region Assets
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(OpenSimClient userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
//check to see if asset is in local cache, if not we need to request it from asset server.
if(!this.Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestImage = requestID;
this.AssetRequests.Add(request);
this._assetServer.RequestAsset(requestID);
return;
}
//it is in our cache
AssetInfo info = this.Assets[requestID];
//work out how many packets it should be sent in
// and add to the AssetRequests list
}
/// <summary>
///
/// </summary>
private void ProcessAssetQueue()
{
}
#endregion
#region Textures
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="imageID"></param>
public void AddTextureRequest(OpenSimClient userInfo, LLUUID imageID)
{
//check to see if texture is in local cache, if not request from asset server
if(!this.Textures.ContainsKey(imageID))
{
//not is cache so request from asset server
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestImage = imageID;
this.TextureRequests.Add(request);
this._assetServer.RequestAsset(imageID);
return;
}
TextureImage imag = this.Textures[imageID];
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestImage = imageID;
req.ImageInfo = imag;
if(imag.Data.LongLength>600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(imag.Data.Length-600+999)/1000;
}
else
{
req.NumPackets = 1;
}
this.TextureRequests.Add(req);
}
#endregion
}
public class AssetRequest
{
public OpenSimClient RequestUser;
public LLUUID RequestImage;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
//public bool AssetInCache;
//public int TimeRequested;
public AssetRequest()
{
}
}
public class AssetBase
{
public byte[] Data;
public LLUUID FullID;
public sbyte Type;
public sbyte InvType;
public string Name;
public string Description;
public AssetBase()
{
}
}
public class AssetInfo : AssetBase
{
public AssetInfo()
{
}
}
public class TextureImage : AssetBase
{
public TextureImage()
{
}
}
}

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@ -27,6 +27,7 @@
using System;
using libsecondlife;
using OpenSim.Assets;
namespace OpenSim.GridServers
{
@ -47,11 +48,11 @@ namespace OpenSim.GridServers
{
}
public void UpdateAsset()
public void UpdateAsset(AssetBase asset)
{
}
public void UploadNewAsset()
public void UploadNewAsset(AssetBase asset)
{
}
@ -61,13 +62,14 @@ namespace OpenSim.GridServers
{
void SetReceiver(IAssetReceived receiver);
void RequestAsset(LLUUID assetID);
void UpdateAsset();
void UploadNewAsset();
void UpdateAsset(AssetBase asset);
void UploadNewAsset(AssetBase asset);
}
// could change to delegate
public interface IAssetReceived
{
void AssetReceived();
void AssetReceived(AssetBase asset);
void AssetNotFound(AssetBase asset);
}
}

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@ -64,8 +64,8 @@ namespace OpenSim.GridServers
private string _mpasswd;
private bool _needPasswd=false;
// InitializeLoginProxy: initialize the login proxy
private void InitializeLoginProxy() {
// InitializeLogin: initialize the login
private void InitializeLogin() {
loginServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
loginServer.Bind(new IPEndPoint(remoteAddress, _loginPort));
loginServer.Listen(1);
@ -90,13 +90,13 @@ namespace OpenSim.GridServers
public void Startup()
{
this.InitializeLoginProxy();
Thread runLoginProxy = new Thread(new ThreadStart(RunLoginProxy));
this.InitializeLogin();
Thread runLoginProxy = new Thread(new ThreadStart(RunLogin));
runLoginProxy.IsBackground = true;
runLoginProxy.Start();
}
private void RunLoginProxy()
private void RunLogin()
{
Console.WriteLine("Starting Login Server");
try
@ -113,7 +113,7 @@ namespace OpenSim.GridServers
try
{
ProxyLogin(networkReader, networkWriter);
LoginRequest(networkReader, networkWriter);
}
catch (Exception e)
{
@ -138,7 +138,7 @@ namespace OpenSim.GridServers
}
// ProxyLogin: proxy a login request
private void ProxyLogin(StreamReader reader, StreamWriter writer)
private void LoginRequest(StreamReader reader, StreamWriter writer)
{
lock(this)
{

12
Main.cs
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@ -112,9 +112,9 @@ namespace OpenSim
}
private void Startup() {
timer1.Enabled = true;
timer1.Interval = 100;
timer1.Elapsed +=new ElapsedEventHandler( this.Timer1Tick );
timer1.Enabled = true;
timer1.Interval = 100;
timer1.Elapsed +=new ElapsedEventHandler( this.Timer1Tick );
// We check our local database first, then the grid for config options
Console.WriteLine("Main.cs:Startup() - Loading configuration");
@ -132,8 +132,6 @@ namespace OpenSim
Console.WriteLine("Main.cs:Startup() - Starting up messaging system");
local_world.PhysScene = this.physManager.GetPhysicsScene("PhysX"); //should be reading from the config file what physics engine to use
//MainListener = new Thread(new ThreadStart(MainServerListener));
//MainListener.Start();
MainServerListener();
}
@ -175,9 +173,7 @@ namespace OpenSim
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
Console.WriteLine("Main.cs:MainServerListener() - Listening...");
/*while(true) {
Thread.Sleep(1000);
}*/
}
void Timer1Tick( object sender, System.EventArgs e )

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@ -46,8 +46,6 @@ namespace OpenSim
public LLUUID AgentID;
public LLUUID SessionID;
private string AgentFirstName;
private string AgentLastName;
public uint CircuitCode;
public world.Avatar ClientAvatar;
private UseCircuitCodePacket cirpack;
@ -407,8 +405,6 @@ namespace OpenSim
OpenSim_Main.local_world.AddViewerAgent(this);
world.Entity tempent=OpenSim_Main.local_world.Entities[this.AgentID];
this.ClientAvatar=(world.Avatar)tempent;
this.ClientAvatar.firstname = this.AgentFirstName;
this.ClientAvatar.lastname = this.AgentLastName;
}
private void AuthUser()
@ -424,12 +420,12 @@ namespace OpenSim
{
Console.WriteLine("OpenSimClient.cs:AuthUser() - Got authenticated connection from " + userEP.ToString());
//session is authorised
this.AgentFirstName = sessionInfo.LoginInfo.First;
this.AgentLastName = sessionInfo.LoginInfo.Last;
this.AgentID=cirpack.CircuitCode.ID;
this.SessionID=cirpack.CircuitCode.SessionID;
this.CircuitCode=cirpack.CircuitCode.Code;
InitNewClient();
this.ClientAvatar.firstname = sessionInfo.LoginInfo.First;
this.ClientAvatar.lastname = sessionInfo.LoginInfo.Last;
ClientLoop();
}
}

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@ -68,9 +68,11 @@
<Compile Include="GridServers\IGridServer.cs" />
<Compile Include="GridServers\IAssetServer.cs" />
<Compile Include="GridServers\LoginServer.cs" />
<Compile Include="Assets\AssetCache.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="GridServers" />
<Folder Include="Assets" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.Targets" />
</Project>