OpenSimMirror/Texture_manager.cs

239 lines
6.6 KiB
C#

/*
Copyright (c) OpenSim project, http://sim.opensecondlife.org/
* Copyright (c) <year>, <copyright holder>
* All rights reserved.
*
* 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 System.Collections;
using libsecondlife.Packets;
using libsecondlife.AssetSystem;
using System.IO;
namespace OpenSim
{
/// <summary>
/// Description of Texture_manager.
/// </summary>
public class TextureManager
{
public Dictionary<libsecondlife.LLUUID,TextureImage> textures;
public ArrayList requests=new ArrayList(); //should change to a generic
public ArrayList uploads=new ArrayList();
private Server server;
public TextureManager(Server serve)
{
server=serve;
textures=new Dictionary<libsecondlife.LLUUID,TextureImage> ();
this.initialise();
}
public void AddRequest(User_Agent_info user, LLUUID image_id)
{
if(!this.textures.ContainsKey(image_id))
{
//not found image so send back image not in data base message
ImageNotInDatabasePacket im_not=new ImageNotInDatabasePacket();
im_not.ImageID.ID=image_id;
server.SendPacket(im_not,true,user);
return;
}
TextureImage imag=this.textures[image_id];
TextureRequest req=new TextureRequest();
req.RequestUser=user;
req.RequestImage=image_id;
req.image_info=imag;
if(imag.data.LongLength>1000) //should be bigger or smaller?
{
//over 1000 bytes so split up file
req.num_packets=(int)imag.data.LongLength/1000;
req.num_packets++;
}
else
{
req.num_packets=1;
}
this.requests.Add(req);
}
public void AddTexture(LLUUID image_id, string name, byte[] data)
{
}
public void DoWork(ulong time)
{
if(this.requests.Count==0)
{
//no requests waiting
return;
}
int num;
//should be running in its own thread but for now is called by timer
if(this.requests.Count<5)
{
//lower than 5 so do all of them
num=this.requests.Count;
}
else
{
num=5;
}
TextureRequest req;
for(int i=0; i<num; i++)
{
req=(TextureRequest)this.requests[i];
if(req.packet_counter==0)
{
//first time for this request so send imagedata packet
if(req.num_packets==1)
{
//only one packet so send whole file
ImageDataPacket im=new ImageDataPacket();
im.ImageID.Packets=1;
im.ImageID.ID=req.image_info.Full_ID;
im.ImageID.Size=(uint)req.image_info.data.Length;
im.ImageData.Data=req.image_info.data;
im.ImageID.Codec=2;
server.SendPacket(im,true,req.RequestUser);
req.packet_counter++;
req.image_info.last_used=time;
System.Console.WriteLine("sent texture: "+req.image_info.Full_ID);
}
else
{
//more than one packet so split file up
}
}
else
{
//send imagepacket
}
}
//remove requests that have been completed
for(int i=0; i<num; i++)
{
req=(TextureRequest)this.requests[i];
if(req.packet_counter==req.num_packets)
{
this.requests.Remove(req);
}
}
}
public void RecieveTexture(Packet pack)
{
}
private void initialise()
{
TextureImage im=new TextureImage();
im.filename="testpic2.jp2";
im.Full_ID=new LLUUID("00000000-0000-0000-5005-000000000005");
im.Name="test Texture";
this.LoadImage(im);
this.textures.Add(im.Full_ID,im);
//Change these filenames to images you want to use.
im=new TextureImage();
im.filename="map_base.jp2";
im.Full_ID=new LLUUID("00000000-0000-0000-7007-000000000006");
this.LoadImage(im);
this.textures.Add(im.Full_ID,im);
im=new TextureImage();
im.filename="map1.jp2";
im.Full_ID=new LLUUID("00000000-0000-0000-7009-000000000008");
this.LoadImage(im);
this.textures.Add(im.Full_ID,im);
}
private void LoadImage(TextureImage im)
{
//should request Image from StorageManager
//but for now read from file
string data_path=System.AppDomain.CurrentDomain.BaseDirectory + @"\textures\";
string filename=data_path+@im.filename;
FileInfo fInfo = new FileInfo(filename);
long numBytes = fInfo.Length;
FileStream fStream = new FileStream(filename, FileMode.Open, FileAccess.Read);
byte[] idata=new byte[numBytes];
BinaryReader br = new BinaryReader(fStream);
idata= br.ReadBytes((int)numBytes);
br.Close();
fStream.Close();
im.data=idata;
im.loaded=true;
}
}
public class TextureRequest
{
public User_Agent_info RequestUser;
public LLUUID RequestImage;
public TextureImage image_info;
public long data_pointer=0;
public int num_packets=0;
public int packet_counter=0;
public TextureRequest()
{
}
}
public class TextureImage: AssetBase
{
//public byte[] data;
//public LLUUID Full_ID;
//public string name;
public string filename;
public bool loaded;
public ulong last_used; //need to add a tick/time counter and keep record
// of how often images are requested to unload unused ones.
public TextureImage()
{
}
}
}