OpenSimMirror/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs

299 lines
13 KiB
C#

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