299 lines
13 KiB
C#
299 lines
13 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.Threading;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLImageManager
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{
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private sealed class J2KImageComparer : IComparer<J2KImage>
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{
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public int Compare(J2KImage x, J2KImage y)
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{
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return x.Priority.CompareTo(y.Priority);
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}
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}
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_shuttingdown = false;
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private long m_lastloopprocessed = 0;
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private AssetBase m_missingImage = null;
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private LLClientView m_client; //Client we're assigned to
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private IAssetService m_assetCache; //Asset Cache
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private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
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private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
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public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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{
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m_client = client;
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m_assetCache = pAssetCache;
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if (pAssetCache != null)
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m_missingImage = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
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else
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m_log.Error("[ClientView] - couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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public LLClientView Client
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{
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get { return m_client; }
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}
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public AssetBase MissingImage
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{
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get { return m_missingImage; }
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}
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public void EnqueueReq(TextureRequestArgs newRequest)
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{
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//newRequest is the properties of our new texture fetch request.
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//Basically, here is where we queue up "new" requests..
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// .. or modify existing requests to suit.
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//Make sure we're not shutting down..
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if (!m_shuttingdown)
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{
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J2KImage imgrequest;
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// Do a linear search for this texture download
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lock (m_priorityQueue)
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m_priorityQueue.Find(delegate(J2KImage img) { return img.TextureID == newRequest.RequestedAssetID; }, out imgrequest);
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if (imgrequest != null)
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{
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if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
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{
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//m_log.Debug("[TEX]: (CAN) ID=" + newRequest.RequestedAssetID);
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try
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{
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lock (m_priorityQueue)
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m_priorityQueue.Delete(imgrequest.PriorityQueueHandle);
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}
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catch (Exception) { }
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}
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else
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{
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//m_log.DebugFormat("[TEX]: (UPD) ID={0}: D={1}, S={2}, P={3}",
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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//Check the packet sequence to make sure this isn't older than
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//one we've already received
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if (newRequest.requestSequence > imgrequest.LastSequence)
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{
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//Update the sequence number of the last RequestImage packet
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imgrequest.LastSequence = newRequest.requestSequence;
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//Update the requested discard level
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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//Update the requested packet number
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imgrequest.StartPacket = newRequest.PacketNumber;
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//Update the requested priority
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imgrequest.Priority = newRequest.Priority;
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try
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{
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lock (m_priorityQueue)
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m_priorityQueue.Replace(imgrequest.PriorityQueueHandle, imgrequest);
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}
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catch (Exception)
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{
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imgrequest.PriorityQueueHandle = null;
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lock (m_priorityQueue)
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m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
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}
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//Run an update
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imgrequest.RunUpdate();
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}
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}
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}
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else
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{
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if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
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{
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//m_log.DebugFormat("[TEX]: (IGN) ID={0}: D={1}, S={2}, P={3}",
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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}
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else
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{
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//m_log.DebugFormat("[TEX]: (NEW) ID={0}: D={1}, S={2}, P={3}",
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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imgrequest = new J2KImage(this);
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//Assign our decoder module
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imgrequest.J2KDecoder = m_j2kDecodeModule;
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//Assign our asset cache module
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imgrequest.AssetService = m_assetCache;
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//Assign the requested discard level
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imgrequest.DiscardLevel = newRequest.DiscardLevel;
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//Assign the requested packet number
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imgrequest.StartPacket = newRequest.PacketNumber;
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//Assign the requested priority
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imgrequest.Priority = newRequest.Priority;
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//Assign the asset uuid
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imgrequest.TextureID = newRequest.RequestedAssetID;
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//Assign the requested priority
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imgrequest.Priority = newRequest.Priority;
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//Add this download to the priority queue
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lock (m_priorityQueue)
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m_priorityQueue.Add(ref imgrequest.PriorityQueueHandle, imgrequest);
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//Run an update
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imgrequest.RunUpdate();
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}
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}
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}
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}
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public bool ProcessImageQueue(int count, int maxpack)
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{
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lock (this)
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{
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//count is the number of textures we want to process in one go.
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//As part of this class re-write, that number will probably rise
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//since we're processing in a more efficient manner.
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// this can happen during Close()
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if (m_client == null)
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return false;
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int numCollected = 0;
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//Calculate our threshold
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int threshold;
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if (m_lastloopprocessed == 0)
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{
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if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
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return false;
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//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
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threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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else
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{
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double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
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throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
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//Average of 1000 bytes per packet
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throttleseconds = throttleseconds / 1000;
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//Safe-zone multiplier of 2.0
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threshold = (int)(throttleseconds * 2.0);
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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if (m_client.PacketHandler == null)
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return false;
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if (m_client.PacketHandler.PacketQueue == null)
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return false;
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if (threshold < 10)
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threshold = 10;
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//Uncomment this to see what the texture stack is doing
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.getQueueCount(ThrottleOutPacketType.Texture).ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (true) //m_client.PacketHandler.PacketQueue.GetQueueCount(ThrottleOutPacketType.Texture) < threshold)
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{
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while (m_priorityQueue.Count > 0)
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{
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J2KImage imagereq = null;
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lock (m_priorityQueue)
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imagereq = m_priorityQueue.FindMax();
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if (imagereq.IsDecoded == true)
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{
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// we need to test this here now that we are dropping assets
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if (!imagereq.HasAsset)
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{
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m_log.WarnFormat("[LLIMAGE MANAGER]: Re-requesting the image asset {0}", imagereq.TextureID);
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imagereq.RunUpdate();
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continue;
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}
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++numCollected;
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//SendPackets will send up to ten packets per cycle
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if (imagereq.SendPackets(m_client, maxpack))
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{
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// Send complete. Destroy any knowledge of this transfer
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try
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{
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lock (m_priorityQueue)
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m_priorityQueue.Delete(imagereq.PriorityQueueHandle);
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}
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catch (Exception) { }
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}
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}
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if (numCollected == count)
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break;
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}
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}
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return m_priorityQueue.Count > 0;
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}
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}
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//Faux destructor
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public void Close()
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{
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m_shuttingdown = true;
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m_j2kDecodeModule = null;
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m_assetCache = null;
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m_client = null;
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}
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}
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}
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