OpenSimMirror/OpenSim/Region/Environment/Modules/TextureDownloadModule.cs

260 lines
9.5 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSim Project 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 THE DEVELOPERS 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 THE CONTRIBUTORS 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 Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class TextureDownloadModule : IRegionModule
{
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
private Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>> ClientRequests =
new Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>>();
private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>();
private Dictionary<LLUUID, List<LLUUID>> InProcess = new Dictionary<LLUUID, List<LLUUID>>();
// private Thread m_thread;
public TextureDownloadModule()
{
// m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
// m_thread.IsBackground = true;
// m_thread.Start();
}
public void Initialise(Scene scene, IConfigSource config)
{
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "TextureDownloadModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
public void NewClient(IClientAPI client)
{
/* lock (ClientRequests)
{
if (!ClientRequests.ContainsKey(client.AgentId))
{
ClientRequests.Add(client.AgentId, new Dictionary<LLUUID, AssetRequest>());
InProcess.Add(client.AgentId, new List<LLUUID>());
}
}
client.OnRequestTexture += TextureRequest;
*/
}
public void TextureCallback(LLUUID textureID, AssetBase asset)
{
lock (ClientRequests)
{
foreach (Dictionary<LLUUID, AssetRequest> reqList in ClientRequests.Values)
{
if (reqList.ContainsKey(textureID))
{
//check the texture isn't already in the process of being sent to the client.
if (!InProcess[reqList[textureID].RequestUser.AgentId].Contains(textureID))
{
TextureSender sender = new TextureSender(reqList[textureID], asset);
QueueSenders.Enqueue(sender);
InProcess[reqList[textureID].RequestUser.AgentId].Add(textureID);
reqList.Remove(textureID);
}
}
}
}
}
public void TextureRequest(Object sender, TextureRequestArgs e)
{
IClientAPI client = (IClientAPI) sender;
if (!ClientRequests[client.AgentId].ContainsKey(e.RequestedAssetID))
{
lock (ClientRequests)
{
AssetRequest request = new AssetRequest(client, e.RequestedAssetID, e.DiscardLevel, e.PacketNumber);
ClientRequests[client.AgentId].Add(e.RequestedAssetID, request);
}
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
}
}
public void ProcessTextureSenders()
{
while (true)
{
TextureSender sender = QueueSenders.Dequeue();
bool finished = sender.SendTexture();
if (finished)
{
TextureSent(sender);
}
else
{
QueueSenders.Enqueue(sender);
}
}
}
private void TextureSent(TextureSender sender)
{
if (InProcess[sender.request.RequestUser.AgentId].Contains(sender.request.RequestAssetID))
{
InProcess[sender.request.RequestUser.AgentId].Remove(sender.request.RequestAssetID);
}
}
public class TextureSender
{
public AssetRequest request;
private int counter = 0;
private AssetBase m_asset;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public TextureSender(AssetRequest req, AssetBase asset)
{
request = req;
m_asset = asset;
if (asset.Data.LongLength > 600)
{
NumPackets = 2 + (int) (asset.Data.Length - 601)/1000;
}
else
{
NumPackets = 1;
}
PacketCounter = (int) req.PacketNumber;
}
public bool SendTexture()
{
SendPacket();
counter++;
if ((PacketCounter >= NumPackets) || counter > 100 || (NumPackets == 1) || (request.DiscardLevel == -1))
{
return true;
}
return false;
}
public void SendPacket()
{
AssetRequest req = request;
if (PacketCounter == 0)
{
if (NumPackets == 1)
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = 1;
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = m_asset.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
PacketCounter++;
}
else
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = (ushort) (NumPackets);
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
PacketCounter++;
}
}
else
{
ImagePacketPacket im = new ImagePacketPacket();
im.Header.Reliable = false;
im.ImageID.Packet = (ushort) (PacketCounter);
im.ImageID.ID = m_asset.FullID;
int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im);
PacketCounter++;
}
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public int DiscardLevel = -1;
public uint PacketNumber = 0;
public AssetRequest(IClientAPI client, LLUUID textureID, int discardLevel, uint packetNumber)
{
RequestUser = client;
RequestAssetID = textureID;
DiscardLevel = discardLevel;
PacketNumber = packetNumber;
}
}
}
}