566 lines
20 KiB
C#
566 lines
20 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 OpenSimulator 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.Collections;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Reflection;
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using System.IO;
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using System.Threading;
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using System.Web;
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using Mono.Addins;
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using OpenSim.Framework.Monitoring;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.StructuredData;
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using OpenSim.Capabilities.Handlers;
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using OpenSim.Framework;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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namespace OpenSim.Region.ClientStack.Linden
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "GetMeshModule")]
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public class GetMeshModule : INonSharedRegionModule
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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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private Scene m_scene;
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private IAssetService m_AssetService;
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private bool m_Enabled = true;
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private string m_URL;
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struct aPollRequest
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{
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public PollServiceMeshEventArgs thepoll;
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public UUID reqID;
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public Hashtable request;
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}
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public class aPollResponse
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{
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public Hashtable response;
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public int bytes;
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public int lod;
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}
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static GetMeshHandler m_getMeshHandler;
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private IAssetService m_assetService = null;
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private Dictionary<UUID, string> m_capsDict = new Dictionary<UUID, string>();
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private static Thread[] m_workerThreads = null;
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private static OpenMetaverse.BlockingQueue<aPollRequest> m_queue =
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new OpenMetaverse.BlockingQueue<aPollRequest>();
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private Dictionary<UUID, PollServiceMeshEventArgs> m_pollservices = new Dictionary<UUID, PollServiceMeshEventArgs>();
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#region Region Module interfaceBase Members
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~GetMeshModule()
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{
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foreach (Thread t in m_workerThreads)
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Watchdog.AbortThread(t.ManagedThreadId);
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void Initialise(IConfigSource source)
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{
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IConfig config = source.Configs["ClientStack.LindenCaps"];
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if (config == null)
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return;
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m_URL = config.GetString("Cap_GetMesh", string.Empty);
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// Cap doesn't exist
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if (m_URL != string.Empty)
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m_Enabled = true;
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}
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public void AddRegion(Scene pScene)
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{
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if (!m_Enabled)
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return;
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m_scene = pScene;
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m_assetService = pScene.AssetService;
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}
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public void RemoveRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_scene.EventManager.OnRegisterCaps -= RegisterCaps;
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m_scene.EventManager.OnDeregisterCaps -= DeregisterCaps;
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m_scene.EventManager.OnThrottleUpdate -= ThrottleUpdate;
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m_scene = null;
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}
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public void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_AssetService = m_scene.RequestModuleInterface<IAssetService>();
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m_scene.EventManager.OnRegisterCaps += RegisterCaps;
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// We'll reuse the same handler for all requests.
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m_getMeshHandler = new GetMeshHandler(m_assetService);
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m_scene.EventManager.OnDeregisterCaps += DeregisterCaps;
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m_scene.EventManager.OnThrottleUpdate += ThrottleUpdate;
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if (m_workerThreads == null)
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{
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m_workerThreads = new Thread[2];
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for (uint i = 0; i < 2; i++)
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{
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m_workerThreads[i] = Watchdog.StartThread(DoMeshRequests,
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String.Format("MeshWorkerThread{0}", i),
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ThreadPriority.Normal,
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false,
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false,
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null,
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int.MaxValue);
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}
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}
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}
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public void Close() { }
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public string Name { get { return "GetMeshModule"; } }
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#endregion
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private void DoMeshRequests()
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{
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while (true)
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{
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aPollRequest poolreq = m_queue.Dequeue();
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poolreq.thepoll.Process(poolreq);
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}
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}
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// Now we know when the throttle is changed by the client in the case of a root agent or by a neighbor region in the case of a child agent.
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public void ThrottleUpdate(ScenePresence p)
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{
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byte[] throttles = p.ControllingClient.GetThrottlesPacked(1);
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UUID user = p.UUID;
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int imagethrottle = ExtractTaskThrottle(throttles);
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PollServiceMeshEventArgs args;
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if (m_pollservices.TryGetValue(user, out args))
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{
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args.UpdateThrottle(imagethrottle, p);
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}
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}
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private int ExtractTaskThrottle(byte[] pthrottles)
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{
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byte[] adjData;
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int pos = 0;
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if (!BitConverter.IsLittleEndian)
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{
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byte[] newData = new byte[7 * 4];
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Buffer.BlockCopy(pthrottles, 0, newData, 0, 7 * 4);
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for (int i = 0; i < 7; i++)
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Array.Reverse(newData, i * 4, 4);
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adjData = newData;
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}
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else
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{
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adjData = pthrottles;
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}
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// 0.125f converts from bits to bytes
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//int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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//pos += 4;
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// int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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//pos += 4;
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// int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// pos += 4;
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// int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// pos += 4;
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pos += 16;
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int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// pos += 4;
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//int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); //pos += 4;
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//int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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return task;
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}
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private class PollServiceMeshEventArgs : PollServiceEventArgs
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{
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private List<Hashtable> requests =
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new List<Hashtable>();
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private Dictionary<UUID, aPollResponse> responses =
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new Dictionary<UUID, aPollResponse>();
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private Scene m_scene;
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private MeshCapsDataThrottler m_throttler;
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public PollServiceMeshEventArgs(UUID pId, Scene scene) :
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base(null, null, null, null, pId, int.MaxValue)
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{
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m_scene = scene;
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m_throttler = new MeshCapsDataThrottler(100000, 1400000, 10000, scene, pId);
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// x is request id, y is userid
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HasEvents = (x, y) =>
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{
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lock (responses)
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{
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bool ret = m_throttler.hasEvents(x, responses);
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m_throttler.ProcessTime();
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return ret;
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}
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};
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GetEvents = (x, y) =>
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{
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lock (responses)
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{
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try
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{
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return responses[x].response;
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}
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finally
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{
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m_throttler.ProcessTime();
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responses.Remove(x);
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}
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}
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};
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// x is request id, y is request data hashtable
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Request = (x, y) =>
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{
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aPollRequest reqinfo = new aPollRequest();
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reqinfo.thepoll = this;
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reqinfo.reqID = x;
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reqinfo.request = y;
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m_queue.Enqueue(reqinfo);
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};
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// this should never happen except possible on shutdown
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NoEvents = (x, y) =>
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{
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/*
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lock (requests)
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{
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Hashtable request = requests.Find(id => id["RequestID"].ToString() == x.ToString());
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requests.Remove(request);
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}
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*/
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Hashtable response = new Hashtable();
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response["int_response_code"] = 500;
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response["str_response_string"] = "Script timeout";
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response["content_type"] = "text/plain";
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response["keepalive"] = false;
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response["reusecontext"] = false;
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return response;
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};
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}
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public void Process(aPollRequest requestinfo)
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{
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Hashtable response;
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UUID requestID = requestinfo.reqID;
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// If the avatar is gone, don't bother to get the texture
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if (m_scene.GetScenePresence(Id) == null)
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{
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response = new Hashtable();
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response["int_response_code"] = 500;
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response["str_response_string"] = "Script timeout";
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response["content_type"] = "text/plain";
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response["keepalive"] = false;
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response["reusecontext"] = false;
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lock (responses)
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responses[requestID] = new aPollResponse() { bytes = 0, response = response, lod = 0 };
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return;
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}
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response = m_getMeshHandler.Handle(requestinfo.request);
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lock (responses)
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{
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responses[requestID] = new aPollResponse()
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{
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bytes = (int)response["int_bytes"],
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lod = (int)response["int_lod"],
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response = response
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};
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}
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m_throttler.ProcessTime();
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}
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internal void UpdateThrottle(int pimagethrottle, ScenePresence p)
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{
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m_throttler.UpdateThrottle(pimagethrottle, p);
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}
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}
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public void RegisterCaps(UUID agentID, Caps caps)
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{
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// UUID capID = UUID.Random();
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if (m_URL == "localhost")
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{
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string capUrl = "/CAPS/" + UUID.Random() + "/";
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// Register this as a poll service
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PollServiceMeshEventArgs args = new PollServiceMeshEventArgs(agentID, m_scene);
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args.Type = PollServiceEventArgs.EventType.Mesh;
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MainServer.Instance.AddPollServiceHTTPHandler(capUrl, args);
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string hostName = m_scene.RegionInfo.ExternalHostName;
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uint port = (MainServer.Instance == null) ? 0 : MainServer.Instance.Port;
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string protocol = "http";
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if (MainServer.Instance.UseSSL)
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{
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hostName = MainServer.Instance.SSLCommonName;
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port = MainServer.Instance.SSLPort;
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protocol = "https";
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}
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caps.RegisterHandler("GetMesh", String.Format("{0}://{1}:{2}{3}", protocol, hostName, port, capUrl));
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m_pollservices[agentID] = args;
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m_capsDict[agentID] = capUrl;
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}
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else
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{
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// m_log.DebugFormat("[GETMESH]: {0} in region {1}", m_URL, m_scene.RegionInfo.RegionName);
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caps.RegisterHandler("GetMesh", m_URL);
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}
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}
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private void DeregisterCaps(UUID agentID, Caps caps)
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{
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string capUrl;
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PollServiceMeshEventArgs args;
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if (m_capsDict.TryGetValue(agentID, out capUrl))
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{
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MainServer.Instance.RemoveHTTPHandler("", capUrl);
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m_capsDict.Remove(agentID);
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}
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if (m_pollservices.TryGetValue(agentID, out args))
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{
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m_pollservices.Remove(agentID);
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}
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}
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internal sealed class MeshCapsDataThrottler
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{
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private volatile int currenttime = 0;
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private volatile int lastTimeElapsed = 0;
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private volatile int BytesSent = 0;
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private int Lod3 = 0;
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private int Lod2 = 0;
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private int Lod1 = 0;
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private int UserSetThrottle = 0;
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private int UDPSetThrottle = 0;
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private int CapSetThrottle = 0;
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private float CapThrottleDistributon = 0.30f;
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private readonly Scene m_scene;
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private ThrottleOutPacketType Throttle;
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private readonly UUID User;
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public MeshCapsDataThrottler(int pBytes, int max, int min, Scene pScene, UUID puser)
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{
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ThrottleBytes = pBytes;
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lastTimeElapsed = Util.EnvironmentTickCount();
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Throttle = ThrottleOutPacketType.Task;
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m_scene = pScene;
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User = puser;
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}
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public bool hasEvents(UUID key, Dictionary<UUID, aPollResponse> responses)
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{
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const float ThirtyPercent = 0.30f;
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const float FivePercent = 0.05f;
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PassTime();
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// Note, this is called IN LOCK
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bool haskey = responses.ContainsKey(key);
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if (responses.Count > 2)
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{
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SplitThrottle(ThirtyPercent);
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}
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else
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{
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SplitThrottle(FivePercent);
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}
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if (!haskey)
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{
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return false;
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}
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aPollResponse response;
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if (responses.TryGetValue(key, out response))
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{
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float LOD3Over = (((ThrottleBytes*CapThrottleDistributon)%50000) + 1);
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float LOD2Over = (((ThrottleBytes*CapThrottleDistributon)%10000) + 1);
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// Normal
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if (BytesSent + response.bytes <= ThrottleBytes)
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{
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BytesSent += response.bytes;
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return true;
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}
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// Lod3 Over Throttle protection to keep things processing even when the throttle bandwidth is set too little.
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else if (response.bytes > ThrottleBytes && Lod3 <= ((LOD3Over < 1)? 1: LOD3Over) )
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{
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Interlocked.Increment(ref Lod3);
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BytesSent += response.bytes;
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return true;
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}
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// Lod2 Over Throttle protection to keep things processing even when the throttle bandwidth is set too little.
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else if (response.bytes > ThrottleBytes && Lod2 <= ((LOD2Over < 1) ? 1 : LOD2Over))
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{
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Interlocked.Increment(ref Lod2);
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BytesSent += response.bytes;
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return true;
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}
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else
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{
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return false;
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}
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}
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return haskey;
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}
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public void SubtractBytes(int bytes,int lod)
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{
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BytesSent -= bytes;
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}
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private void SplitThrottle(float percentMultiplier)
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{
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if (CapThrottleDistributon != percentMultiplier) // don't switch it if it's already set at the % multipler
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{
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CapThrottleDistributon = percentMultiplier;
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ScenePresence p;
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if (m_scene.TryGetScenePresence(User, out p)) // If we don't get a user they're not here anymore.
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{
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// AlterThrottle(UserSetThrottle, p);
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UpdateThrottle(UserSetThrottle, p);
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}
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}
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}
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public void ProcessTime()
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{
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PassTime();
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}
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private void PassTime()
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{
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currenttime = Util.EnvironmentTickCount();
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int timeElapsed = Util.EnvironmentTickCountSubtract(currenttime, lastTimeElapsed);
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//processTimeBasedActions(responses);
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if (currenttime - timeElapsed >= 1000)
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{
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lastTimeElapsed = Util.EnvironmentTickCount();
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BytesSent -= ThrottleBytes;
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if (BytesSent < 0) BytesSent = 0;
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if (BytesSent < ThrottleBytes)
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{
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Lod3 = 0;
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Lod2 = 0;
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Lod1 = 0;
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}
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}
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}
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private void AlterThrottle(int setting, ScenePresence p)
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{
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p.ControllingClient.SetAgentThrottleSilent((int)Throttle,setting);
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}
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public int ThrottleBytes
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{
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get { return CapSetThrottle; }
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set { CapSetThrottle = value; }
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}
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internal void UpdateThrottle(int pimagethrottle, ScenePresence p)
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{
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// Client set throttle !
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UserSetThrottle = pimagethrottle;
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CapSetThrottle = (int)(pimagethrottle*CapThrottleDistributon);
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// UDPSetThrottle = (int) (pimagethrottle*(100 - CapThrottleDistributon));
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float udp = 1.0f - CapThrottleDistributon;
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if(udp < 0.5f)
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udp = 0.5f;
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UDPSetThrottle = (int) ((float)pimagethrottle * udp);
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if (CapSetThrottle < 4068)
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CapSetThrottle = 4068; // at least two discovery mesh
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p.ControllingClient.SetAgentThrottleSilent((int) Throttle, UDPSetThrottle);
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ProcessTime();
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}
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}
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}
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}
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