217 lines
7.7 KiB
C#
217 lines
7.7 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 OpenSim 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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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.Packets;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules
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{
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//this is a first attempt, to start breaking the mess thats called the assetcache up.
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// basically this should be the texture sending (to clients) code moved out of assetcache
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//and some small clean up
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public class TextureDownloadModule : IRegionModule
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{
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//private static readonly log4net.ILog m_log
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// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private List<Scene> m_scenes = new List<Scene>();
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/// <summary>
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/// There is one queue for all textures waiting to be sent, regardless of the requesting user.
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/// </summary>
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private readonly BlockingQueue<TextureSender> m_queueSenders = new BlockingQueue<TextureSender>();
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/// <summary>
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/// Each user has their own texture download service.
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/// </summary>
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private readonly Dictionary<LLUUID, UserTextureDownloadService> m_userTextureServices =
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new Dictionary<LLUUID, UserTextureDownloadService>();
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private Thread m_thread;
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public TextureDownloadModule()
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{
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}
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public void Initialise(Scene scene, IConfigSource config)
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{
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if (m_scene == null)
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{
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//Console.WriteLine("Creating Texture download module");
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m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
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m_thread.Name = "ProcessTextureSenderThread";
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m_thread.IsBackground = true;
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m_thread.Start();
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OpenSim.Framework.ThreadTracker.Add(m_thread);
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}
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if (!m_scenes.Contains(scene))
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{
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m_scenes.Add(scene);
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m_scene = scene;
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m_scene.EventManager.OnNewClient += NewClient;
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m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
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}
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}
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/// <summary>
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/// Cleanup the texture service related objects for the removed presence.
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/// </summary>
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/// <param name="agentId"> </param>
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private void EventManager_OnRemovePresence(LLUUID agentId)
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{
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UserTextureDownloadService textureService;
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(agentId, out textureService))
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{
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textureService.Close();
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m_userTextureServices.Remove(agentId);
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "TextureDownloadModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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public void NewClient(IClientAPI client)
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{
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client.OnRequestTexture += TextureRequest;
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}
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/// <summary>
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/// Does this user have a registered texture download service?
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="textureService"></param>
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/// <returns>Always returns true, since a service is created if one does not already exist</returns>
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private bool TryGetUserTextureService(LLUUID userID, out UserTextureDownloadService textureService)
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{
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(userID, out textureService))
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{
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return true;
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}
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textureService = new UserTextureDownloadService(m_scene, m_queueSenders);
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m_userTextureServices.Add(userID, textureService);
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return true;
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}
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}
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/// <summary>
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/// Start the process of requesting a given texture.
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/// </summary>
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/// <param name="sender"> </param>
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/// <param name="e"></param>
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public void TextureRequest(Object sender, TextureRequestArgs e)
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{
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IClientAPI client = (IClientAPI) sender;
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UserTextureDownloadService textureService;
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if (TryGetUserTextureService(client.AgentId, out textureService))
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{
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textureService.HandleTextureRequest(client, e);
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}
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}
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/// <summary>
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/// Entry point for the thread dedicated to processing the texture queue.
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/// </summary>
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public void ProcessTextureSenders()
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{
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TextureSender sender = null;
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while (true)
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{
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sender = m_queueSenders.Dequeue();
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if (sender.Cancel)
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{
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TextureSent(sender);
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sender.Cancel = false;
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}
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else
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{
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bool finished = sender.SendTexturePacket();
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if (finished)
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{
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TextureSent(sender);
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}
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else
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{
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m_queueSenders.Enqueue(sender);
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}
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}
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// Make sure that any sender we currently have can get garbage collected
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sender = null;
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//m_log.InfoFormat("[TEXTURE DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count());
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}
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}
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/// <summary>
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/// Called when the texture has finished sending.
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/// </summary>
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/// <param name="sender"></param>
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private void TextureSent(TextureSender sender)
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{
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sender.Sending = false;
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//m_log.DebugFormat("[TEXTURE DOWNLOAD]: Removing download stat for {0}", sender.assetID);
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m_scene.AddPendingDownloads(-1);
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}
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}
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}
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