214 lines
7.5 KiB
C#
214 lines
7.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Reflection;
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using OpenMetaverse.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
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{
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/// <summary>
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/// A TextureSender handles the process of receiving a texture requested by the client from the
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/// AssetCache, and then sending that texture back to the client.
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/// </summary>
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public class TextureSender : ITextureSender
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Records the number of times texture send has been called.
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/// </summary>
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public int counter = 0;
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public bool ImageLoaded = false;
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/// <summary>
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/// Holds the texture asset to send.
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/// </summary>
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private AssetBase m_asset;
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//public UUID assetID { get { return m_asset.FullID; } }
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// private bool m_cancel = false;
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// See ITextureSender
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// private bool m_sending = false;
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/// <summary>
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/// This is actually the number of extra packets required to send the texture data! We always assume
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/// at least one is required.
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/// </summary>
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private int NumPackets = 0;
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/// <summary>
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/// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
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/// at the 600th byte (0th indexed).
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/// </summary>
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private int PacketCounter = 0;
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private int RequestedDiscardLevel = -1;
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private IClientAPI RequestUser;
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private uint StartPacketNumber = 0;
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public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
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{
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RequestUser = client;
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RequestedDiscardLevel = discardLevel;
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StartPacketNumber = packetNumber;
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}
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#region ITextureSender Members
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public bool Cancel
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{
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get { return false; }
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set
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{
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// m_cancel = value;
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}
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}
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public bool Sending
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{
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get { return false; }
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set
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{
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// m_sending = value;
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}
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}
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// See ITextureSender
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public void UpdateRequest(int discardLevel, uint packetNumber)
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{
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RequestedDiscardLevel = discardLevel;
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StartPacketNumber = packetNumber;
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PacketCounter = (int)StartPacketNumber;
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}
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// See ITextureSender
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public bool SendTexturePacket()
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{
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//m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
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SendPacket();
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counter++;
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if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
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((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets / (RequestedDiscardLevel + 1)))))
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{
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return true;
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}
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return false;
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}
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#endregion
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/// <summary>
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/// Load up the texture data to send.
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/// </summary>
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/// <param name="asset"></param>
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public void TextureReceived(AssetBase asset)
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{
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m_asset = asset;
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NumPackets = CalculateNumPackets(asset.Data.Length);
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PacketCounter = (int)StartPacketNumber;
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ImageLoaded = true;
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}
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/// <summary>
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/// Sends a texture packet to the client.
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/// </summary>
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private void SendPacket()
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{
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if (PacketCounter <= NumPackets)
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{
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if (PacketCounter == 0)
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{
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if (NumPackets == 0)
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{
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RequestUser.SendImageFirstPart(1, m_asset.FullID, (uint)m_asset.Data.Length, m_asset.Data, 2);
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PacketCounter++;
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}
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else
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{
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byte[] ImageData1 = new byte[600];
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Array.Copy(m_asset.Data, 0, ImageData1, 0, 600);
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RequestUser.SendImageFirstPart(
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(ushort)(NumPackets), m_asset.FullID, (uint)m_asset.Data.Length, ImageData1, 2);
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PacketCounter++;
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}
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}
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else
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{
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int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
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if (size > 1000) size = 1000;
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byte[] imageData = new byte[size];
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try
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{
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Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), imageData, 0, size);
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}
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catch (ArgumentOutOfRangeException)
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{
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m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
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m_asset.FullID.ToString());
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return;
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}
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RequestUser.SendImageNextPart((ushort)PacketCounter, m_asset.FullID, imageData);
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PacketCounter++;
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}
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}
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}
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/// <summary>
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/// Calculate the number of packets that will be required to send the texture loaded into this sender
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/// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
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/// </summary>
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/// <param name="length"></param>
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/// <returns></returns>
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private int CalculateNumPackets(int length)
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{
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int numPackets = 0;
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if (length > 600)
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{
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//over 600 bytes so split up file
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int restData = (length - 600);
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int restPackets = ((restData + 999) / 1000);
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numPackets = restPackets;
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}
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return numPackets;
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}
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}
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}
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