OpenSimMirror/Assets/AssetCache.cs

446 lines
13 KiB
C#

/*
* 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 System.Threading;
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 : IAssetReceiver
{
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 Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
private IAssetServer _assetServer;
private Thread _assetCacheThread;
/// <summary>
///
/// </summary>
public AssetCache( IAssetServer assetServer)
{
_assetServer = assetServer;
_assetServer.SetReceiver(this);
this._assetCacheThread = new Thread( new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
}
/// <summary>
///
/// </summary>
private void RunAssetManager()
{
//should be running in its own thread
this.ProcessAssetQueue();
this.ProcessTextureQueue();
Thread.Sleep(100);
}
/// <summary>
///
/// </summary>
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
/// <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.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);
}
/// <summary>
///
/// </summary>
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
/// <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.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;
}
}
}