After seeing sdague do his happy dance over trunk working "the best he has ever seen". I'm not sure I should be doing this commit, but oh well.

So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule). 
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
0.6.0-stable
MW 2008-02-27 21:11:01 +00:00
parent 34073607a2
commit e978d00914
5 changed files with 367 additions and 89 deletions

View File

@ -69,12 +69,12 @@ namespace OpenSim.Framework.Communications.Cache
///
/// Assets requests which are waiting for asset server data. This includes texture requests
/// </summary>
private Dictionary<LLUUID, AssetRequest> RequestedAssets;
// private Dictionary<LLUUID, AssetRequest> RequestedAssets;
/// <summary>
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
/// </summary>
private List<AssetRequest> AssetRequests;
// private List<AssetRequest> AssetRequests;
/// <summary>
@ -84,7 +84,7 @@ namespace OpenSim.Framework.Communications.Cache
private readonly IAssetServer m_assetServer;
private readonly Thread m_assetCacheThread;
// private readonly Thread m_assetCacheThread;
/// <summary>
/// Report statistical data.
@ -94,8 +94,8 @@ namespace OpenSim.Framework.Communications.Cache
m_log.InfoFormat("Assets:{0} Textures:{1} AssetRequests:{2} RequestedAssets:{3} RequestLists:{4}",
Assets.Count,
Textures.Count,
AssetRequests.Count,
RequestedAssets.Count,
// AssetRequests.Count,
// RequestedAssets.Count,
RequestLists.Count);
int temporaryImages = 0;
@ -150,9 +150,9 @@ namespace OpenSim.Framework.Communications.Cache
{
Assets = new Dictionary<LLUUID, AssetInfo>();
Textures = new Dictionary<LLUUID, TextureImage>();
AssetRequests = new List<AssetRequest>();
// AssetRequests = new List<AssetRequest>();
RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
// RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
}
@ -168,18 +168,18 @@ namespace OpenSim.Framework.Communications.Cache
m_assetServer = assetServer;
m_assetServer.SetReceiver(this);
m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
m_assetCacheThread.Name = "AssetCacheThread";
m_assetCacheThread.IsBackground = true;
m_assetCacheThread.Start();
OpenSim.Framework.ThreadTracker.Add(m_assetCacheThread);
// m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
// m_assetCacheThread.Name = "AssetCacheThread";
// m_assetCacheThread.IsBackground = true;
// m_assetCacheThread.Start();
// OpenSim.Framework.ThreadTracker.Add(m_assetCacheThread);
}
/// <summary>
/// Process the asset queue which holds data which is packeted up and sent
/// directly back to the client.
/// </summary>
public void RunAssetManager()
/* public void RunAssetManager()
{
while (true)
{
@ -193,7 +193,7 @@ namespace OpenSim.Framework.Communications.Cache
m_log.Error("[ASSET CACHE]: " + e.ToString());
}
}
}
}*/
/// <summary>
/// Only get an asset if we already have it in the cache.
@ -449,7 +449,7 @@ namespace OpenSim.Framework.Communications.Cache
StatsManager.SimExtraStats.AddAsset(assetInf);
}
if (RequestedAssets.ContainsKey(assetInf.FullID))
/* if (RequestedAssets.ContainsKey(assetInf.FullID))
{
#if DEBUG
//m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID);
@ -461,7 +461,7 @@ namespace OpenSim.Framework.Communications.Cache
RequestedAssets.Remove(assetInf.FullID);
AssetRequests.Add(req);
}
}*/
}
}
@ -541,6 +541,7 @@ namespace OpenSim.Framework.Communications.Cache
}
/*
/// <summary>
/// Calculate the number of packets required to send the asset to the client.
/// </summary>
@ -734,7 +735,7 @@ namespace OpenSim.Framework.Communications.Cache
{
}
}
*/
public class AssetInfo : AssetBase
{

View File

@ -390,6 +390,8 @@ namespace OpenSim.Framework
public delegate void RemoveInventoryFolder(
IClientAPI remoteClient, LLUUID folderID);
public delegate void RequestAsset(IClientAPI remoteClient, TransferRequestPacket transferRequest);
public delegate void RezScript(IClientAPI remoteClient, LLUUID itemID, uint localID);
public delegate void UpdateTaskInventory(IClientAPI remoteClient, LLUUID itemID, LLUUID folderID, uint localID);
@ -503,6 +505,7 @@ namespace OpenSim.Framework
event RezScript OnRezScript;
event UpdateTaskInventory OnUpdateTaskInventory;
event RemoveTaskInventory OnRemoveTaskItem;
event RequestAsset OnRequestAsset;
event UUIDNameRequest OnNameFromUUIDRequest;

View File

@ -214,7 +214,8 @@ namespace OpenSim.Region.ClientStack
private UpdateVector handler089 = null; //OnUpdatePrimGroupPosition;
private UpdatePrimRotation handler090 = null; //OnUpdatePrimGroupRotation;
private UpdatePrimGroupRotation handler091 = null; //OnUpdatePrimGroupMouseRotation;
private PacketStats handler093 = null; // OnPacketStats;
private PacketStats handler093 = null; // OnPacketStats;#
private RequestAsset handler094 = null; // OnRequestAsset;
/* Properties */
@ -690,6 +691,7 @@ namespace OpenSim.Region.ClientStack
public event RezScript OnRezScript;
public event UpdateTaskInventory OnUpdateTaskInventory;
public event RemoveTaskInventory OnRemoveTaskItem;
public event RequestAsset OnRequestAsset;
public event UUIDNameRequest OnNameFromUUIDRequest;
@ -3562,7 +3564,12 @@ namespace OpenSim.Region.ClientStack
case PacketType.TransferRequest:
//Console.WriteLine("ClientView.ProcessPackets.cs:ProcessInPacket() - Got transfer request");
TransferRequestPacket transfer = (TransferRequestPacket)Pack;
m_assetCache.AddAssetRequest(this, transfer);
// m_assetCache.AddAssetRequest(this, transfer);
handler094 = OnRequestAsset;
if (handler094 != null)
{
handler094(this, transfer);
}
break;
case PacketType.AssetUploadRequest:
AssetUploadRequestPacket request = (AssetUploadRequestPacket)Pack;

View File

@ -26,25 +26,57 @@
*
*/
using System;
using System.Collections.Generic;
using System.Threading;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using libsecondlife;
using libsecondlife.Packets;
namespace OpenSim.Region.Environment.Modules
{
public class AssetDownloadModule : IRegionModule
{
private Scene m_scene;
private Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>();
///
/// Assets requests (for each user) which are waiting for asset server data. This includes texture requests
/// </summary>
private Dictionary<LLUUID, Dictionary<LLUUID,AssetRequest>> RequestedAssets;
/// <summary>
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
/// </summary>
private List<AssetRequest> AssetRequests;
private Thread m_thread;
public AssetDownloadModule()
{
RequestedAssets = new Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>>();
AssetRequests = new List<AssetRequest>();
}
public void Initialise(Scene scene, IConfigSource config)
{
if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
{
RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
scene.EventManager.OnNewClient += NewClient;
}
if (m_scene == null)
{
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
m_thread = new Thread(new ThreadStart(RunAssetQueue));
m_thread.Name = "AssetDownloadQueueThread";
m_thread.IsBackground = true;
m_thread.Start();
OpenSim.Framework.ThreadTracker.Add(m_thread);
}
}
public void PostInitialise()
@ -67,6 +99,240 @@ namespace OpenSim.Region.Environment.Modules
public void NewClient(IClientAPI client)
{
client.OnRequestAsset += AddAssetRequest;
}
/// <summary>
/// Make an asset request the result of which will be packeted up and sent directly back to the client.
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = null;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
source = 3;
//Console.WriteLine("asset request " + requestID);
}
//not found asset
// so request from asset server
Dictionary<LLUUID, AssetRequest> userRequests = null;
if (RequestedAssets.TryGetValue(userInfo.AgentId, out userRequests))
{
if (!userRequests.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
userRequests[requestID] = request;
m_scene.AssetCache.GetAsset(requestID, AssetCallback, false);
}
}
else
{
userRequests = new Dictionary<LLUUID, AssetRequest>();
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
userRequests.Add(requestID, request);
RequestedAssets[userInfo.AgentId] = userRequests;
m_scene.AssetCache.GetAsset(requestID, AssetCallback, false);
}
return;
}
public void AssetCallback(LLUUID assetID, AssetBase asset)
{
if (asset != null)
{
foreach (Dictionary<LLUUID, AssetRequest> userRequests in RequestedAssets.Values)
{
if (userRequests.ContainsKey(assetID))
{
AssetRequest req = userRequests[assetID];
if (req != null)
{
req.AssetInf = asset;
req.NumPackets = CalculateNumPackets(asset.Data);
userRequests.Remove(assetID);
AssetRequests.Add(req);
}
}
}
}
}
private void RunAssetQueue()
{
while (true)
{
try
{
ProcessAssetQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
// m_log.Error("[ASSET CACHE]: " + e.ToString());
}
}
}
/// <summary>
/// Process the asset queue which sends packets directly back to the client.
/// </summary>
private void ProcessAssetQueue()
{
//should move the asset downloading to a module, like has been done with texture downloading
if (AssetRequests.Count == 0)
{
//no requests waiting
return;
}
// if less than 5, do all of them
int num = Math.Min(5, AssetRequests.Count);
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)AssetRequests[i];
//Console.WriteLine("sending asset " + req.RequestAssetID);
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
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);
}
}
/// <summary>
/// Calculate the number of packets required to send the asset to the client.
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
private int CalculateNumPackets(byte[] data)
{
const uint m_maxPacketSize = 600;
int numPackets = 1;
if (data.LongLength > m_maxPacketSize)
{
// over max number of bytes so split up file
long restData = data.LongLength - m_maxPacketSize;
int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
numPackets += restPackets;
}
return numPackets;
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public AssetBase AssetInf;
public AssetBase 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()
{
}
}
}
}

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@ -131,6 +131,7 @@ namespace SimpleApp
public event RezScript OnRezScript;
public event UpdateTaskInventory OnUpdateTaskInventory;
public event RemoveTaskInventory OnRemoveTaskItem;
public event RequestAsset OnRequestAsset;
public event UUIDNameRequest OnNameFromUUIDRequest;