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

258 lines
10 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
* (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.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;
private AssetBase m_missingImage;
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());
private object m_syncRoot = new object();
public LLClientView Client { get { return m_client; } }
public AssetBase MissingImage { get { return m_missingImage; } }
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");
if (m_missingImage == null)
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;
}
/// <summary>
/// Handles an incoming texture request or update to an existing texture request
/// </summary>
/// <param name="newRequest"></param>
public void EnqueueReq(TextureRequestArgs newRequest)
{
//Make sure we're not shutting down..
if (!m_shuttingdown)
{
J2KImage imgrequest;
// Do a linear search for this texture download
lock (m_syncRoot)
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_syncRoot)
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 = Math.Max(1, newRequest.PacketNumber);
//Update the requested priority
imgrequest.Priority = newRequest.Priority;
UpdateImageInQueue(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);
imgrequest.J2KDecoder = m_j2kDecodeModule;
imgrequest.AssetService = m_assetCache;
imgrequest.AgentID = m_client.AgentId;
imgrequest.InventoryAccessModule = m_client.Scene.RequestModuleInterface<IInventoryAccessModule>();
imgrequest.DiscardLevel = newRequest.DiscardLevel;
imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
imgrequest.Priority = newRequest.Priority;
imgrequest.TextureID = newRequest.RequestedAssetID;
imgrequest.Priority = newRequest.Priority;
//Add this download to the priority queue
AddImageToQueue(imgrequest);
//Run an update
imgrequest.RunUpdate();
}
}
}
}
public bool ProcessImageQueue(int packetsToSend)
{
int packetsSent = 0;
while (packetsSent < packetsToSend)
{
J2KImage image = GetHighestPriorityImage();
// If null was returned, the texture priority queue is currently empty
if (image == null)
return false;
if (image.IsDecoded)
{
int sent;
bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent);
packetsSent += sent;
// If the send is complete, destroy any knowledge of this transfer
if (imageDone)
RemoveImageFromQueue(image);
}
else
{
// TODO: This is a limitation of how LLImageManager is currently
// written. Undecoded textures should not be going into the priority
// queue, because a high priority undecoded texture will clog up the
// pipeline for a client
return true;
}
}
return m_priorityQueue.Count > 0;
}
/// <summary>
/// Faux destructor
/// </summary>
public void Close()
{
m_shuttingdown = true;
}
#region Priority Queue Helpers
J2KImage GetHighestPriorityImage()
{
J2KImage image = null;
lock (m_syncRoot)
{
if (m_priorityQueue.Count > 0)
{
try { image = m_priorityQueue.FindMax(); }
catch (Exception) { }
}
}
return image;
}
void AddImageToQueue(J2KImage image)
{
image.PriorityQueueHandle = null;
lock (m_syncRoot)
try { m_priorityQueue.Add(ref image.PriorityQueueHandle, image); }
catch (Exception) { }
}
void RemoveImageFromQueue(J2KImage image)
{
lock (m_syncRoot)
try { m_priorityQueue.Delete(image.PriorityQueueHandle); }
catch (Exception) { }
}
void UpdateImageInQueue(J2KImage image)
{
lock (m_syncRoot)
{
try { m_priorityQueue.Replace(image.PriorityQueueHandle, image); }
catch (Exception)
{
image.PriorityQueueHandle = null;
m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
}
}
}
#endregion Priority Queue Helpers
}
}