285 lines
8.8 KiB
C#
285 lines
8.8 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 libsecondlife;
|
|
using libsecondlife.Packets;
|
|
|
|
namespace OpenSim
|
|
{
|
|
/// <summary>
|
|
/// Manages local cache of assets and their sending to viewers.
|
|
/// </summary>
|
|
public class AssetManager : 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<TextureRequest> TextureRequests = new List<TextureRequest>(); //textures ready to be sent
|
|
|
|
public List<AssetRequest> RequestedAssets = new List<AssetRequest>(); //Assets requested from the asset server
|
|
public List<TextureRequest> RequestedTextures = new List<TextureRequest>(); //Textures requested from the asset server
|
|
|
|
private IAssetServer _assetServer;
|
|
private Server _server;
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public AssetManager(Server server, IAssetServer assetServer)
|
|
{
|
|
_server = server;
|
|
_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;
|
|
}
|
|
TextureRequest req;
|
|
for(int i = 0; i < num; i++)
|
|
{
|
|
req=(TextureRequest)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;
|
|
_server.SendPacket(im, true, req.RequestUser);
|
|
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;
|
|
_server.SendPacket(im, true, req.RequestUser);
|
|
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);
|
|
_server.SendPacket(im, true, req.RequestUser);
|
|
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=(TextureRequest)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.
|
|
}
|
|
#region Assets
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="userInfo"></param>
|
|
/// <param name="transferRequest"></param>
|
|
public void AddAssetRequest(NetworkInfo 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(NetworkInfo userInfo, LLUUID imageID)
|
|
{
|
|
//check to see if texture is in local cache, if not request from asset server
|
|
if(!this.Textures.ContainsKey(imageID))
|
|
{
|
|
/*not found image so send back image not in data base message
|
|
ImageNotInDatabasePacket im_not = new ImageNotInDatabasePacket();
|
|
im_not.ImageID.ID=imageID;
|
|
_server.SendPacket(im_not, true, userInfo);*/
|
|
|
|
//not is cache so request from asset server
|
|
TextureRequest request = new TextureRequest();
|
|
request.RequestUser = userInfo;
|
|
request.RequestImage = imageID;
|
|
this.TextureRequests.Add(request);
|
|
this._assetServer.RequestAsset(imageID);
|
|
return;
|
|
}
|
|
TextureImage imag = this.Textures[imageID];
|
|
TextureRequest req = new TextureRequest();
|
|
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 NetworkInfo RequestUser;
|
|
public LLUUID RequestImage;
|
|
public AssetInfo asset_inf;
|
|
public long data_pointer = 0;
|
|
public int num_packets = 0;
|
|
public int packet_counter = 0;
|
|
//public bool AssetInCache;
|
|
//public int TimeRequested;
|
|
|
|
public AssetRequest()
|
|
{
|
|
|
|
}
|
|
}
|
|
|
|
public class TextureRequest
|
|
{
|
|
public NetworkInfo RequestUser;
|
|
public LLUUID RequestImage;
|
|
public TextureImage ImageInfo;
|
|
public long DataPointer = 0;
|
|
public int NumPackets = 0;
|
|
public int PacketCounter = 0;
|
|
//public bool TextureInCache;
|
|
//public int TimeRequested;
|
|
|
|
public TextureRequest()
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|