/* * 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 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 ``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 BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Threading; using libsecondlife; using libsecondlife.Packets; using OpenSim; using OpenSim.GridServers; namespace OpenSim.Assets { /// /// Manages local cache of assets and their sending to viewers. /// public class AssetCache : IAssetReceiver { public Dictionary Assets; public Dictionary Textures; public List AssetRequests = new List(); //assets ready to be sent to viewers public List TextureRequests = new List(); //textures ready to be sent public Dictionary RequestedAssets = new Dictionary(); //Assets requested from the asset server public Dictionary RequestedTextures = new Dictionary(); //Textures requested from the asset server private IAssetServer _assetServer; private Thread _assetCacheThread; /// /// /// public AssetCache( IAssetServer assetServer) { _assetServer = assetServer; _assetServer.SetReceiver(this); this._assetCacheThread = new Thread( new ThreadStart(RunAssetManager)); this._assetCacheThread.IsBackground = true; this._assetCacheThread.Start(); } /// /// /// private void RunAssetManager() { //should be running in its own thread this.ProcessAssetQueue(); this.ProcessTextureQueue(); Thread.Sleep(100); } /// /// /// private void ProcessTextureQueue() { if(this.TextureRequests.Count == 0) { //no requests waiting return; } int num; 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, bool IsTexture) { //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. if(IsTexture) { TextureImage image = new TextureImage(asset); this.Textures.Add(image.FullID, image); if(this.RequestedTextures.ContainsKey(image.FullID)) { AssetRequest req = this.RequestedTextures[image.FullID]; req.ImageInfo = image; this.RequestedTextures.Remove(image.FullID); this.TextureRequests.Add(req); } } else { AssetInfo assetInf = new AssetInfo(asset); this.Assets.Add(assetInf.FullID, assetInf); if(this.RequestedAssets.ContainsKey(assetInf.FullID)) { AssetRequest req = this.RequestedAssets[assetInf.FullID]; req.AssetInf = assetInf; this.RequestedAssets.Remove(assetInf.FullID); this.AssetRequests.Add(req); } } } public void AssetNotFound(AssetBase asset) { //the asset server had no knowledge of requested asset } #region Assets /// /// /// /// /// 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.RequestAssetID = requestID; request.TransferRequestID = transferRequest.TransferInfo.TransferID; this.RequestedAssets.Add(requestID,request); this._assetServer.RequestAsset(requestID, false); return; } //it is in our cache AssetInfo asset = this.Assets[requestID]; //work out how many packets it should be sent in // and add to the AssetRequests list AssetRequest req = new AssetRequest(); req.RequestUser = userInfo; req.RequestAssetID = requestID; req.TransferRequestID = transferRequest.TransferInfo.TransferID; req.AssetInf = asset; if(asset.Data.LongLength>600) { //over 600 bytes so split up file req.NumPackets = 1 + (int)(asset.Data.Length-600+999)/1000; } else { req.NumPackets = 1; } this.AssetRequests.Add(req); } /// /// /// private void ProcessAssetQueue() { if(this.AssetRequests.Count == 0) { //no requests waiting return; } int num; if(this.AssetRequests.Count < 5) { //lower than 5 so do all of them num = this.AssetRequests.Count; } else { num=5; } AssetRequest req; for(int i = 0; i < num; i++) { req=(AssetRequest)this.AssetRequests[i]; TransferInfoPacket Transfer = new TransferInfoPacket(); Transfer.TransferInfo.ChannelType = 2; Transfer.TransferInfo.Status = 0; Transfer.TransferInfo.TargetType = 0; Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes(); Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length; Transfer.TransferInfo.TransferID = req.TransferRequestID; req.RequestUser.OutPacket(Transfer); 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); } else { //more than one packet so split file up , for now it can't be bigger than 2000 bytes TransferPacketPacket TransferPacket = new TransferPacketPacket(); TransferPacket.TransferData.Packet = 0; TransferPacket.TransferData.ChannelType = 2; TransferPacket.TransferData.TransferID=req.TransferRequestID; byte[] chunk = new byte[1000]; Array.Copy(req.AssetInf.Data,chunk,1000); TransferPacket.TransferData.Data = chunk; TransferPacket.TransferData.Status = 0; req.RequestUser.OutPacket(TransferPacket); TransferPacket = new TransferPacketPacket(); TransferPacket.TransferData.Packet = 1; TransferPacket.TransferData.ChannelType = 2; TransferPacket.TransferData.TransferID = req.TransferRequestID; byte[] chunk1 = new byte[(req.AssetInf.Data.Length-1000)]; Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length); TransferPacket.TransferData.Data = chunk1; TransferPacket.TransferData.Status = 1; req.RequestUser.OutPacket(TransferPacket); } } //remove requests that have been completed for(int i = 0; i < num; i++) { this.AssetRequests.RemoveAt(i); } } #endregion #region Textures /// /// /// /// /// 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.RequestAssetID = imageID; request.IsTextureRequest = true; this.RequestedTextures.Add(imageID, request); this._assetServer.RequestAsset(imageID, true); return; } TextureImage imag = this.Textures[imageID]; AssetRequest req = new AssetRequest(); req.RequestUser = userInfo; req.RequestAssetID = imageID; req.IsTextureRequest = true; 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 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 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 AssetInfo(AssetBase aBase) { Data= aBase.Data; FullID = aBase.FullID; Type = aBase.Type; InvType = aBase.InvType; Name= aBase.Name; Description = aBase.Description; } } public class TextureImage : AssetBase { public TextureImage() { } public TextureImage(AssetBase aBase) { Data= aBase.Data; FullID = aBase.FullID; Type = aBase.Type; InvType = aBase.InvType; Name= aBase.Name; Description = aBase.Description; } } }