144 lines
5.7 KiB
C#
144 lines
5.7 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 libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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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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public class UserTextureDownloadService
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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 readonly Dictionary<LLUUID, TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender>();
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private readonly BlockingQueue<TextureSender> m_sharedSendersQueue;
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private readonly Scene m_scene;
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public UserTextureDownloadService(Scene scene, BlockingQueue<TextureSender> sharedQueue)
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{
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m_scene = scene;
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m_sharedSendersQueue = sharedQueue;
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}
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public void HandleTextureRequest(IClientAPI client, TextureRequestArgs e)
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{
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TextureSender textureSender;
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//TODO: should be working out the data size/ number of packets to be sent for each discard level
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if ((e.DiscardLevel >= 0) || (e.Priority != 0))
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{
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lock (m_textureSenders)
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{
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if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
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{
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textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
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if ((textureSender.ImageLoaded) &&
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(textureSender.Sending == false))
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{
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EnqueueTextureSender(textureSender);
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}
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}
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else
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{
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TextureSender requestHandler =
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new TextureSender(client, e.RequestedAssetID, e.DiscardLevel, e.PacketNumber);
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m_textureSenders.Add(e.RequestedAssetID, requestHandler);
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m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
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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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lock (m_textureSenders)
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{
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if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
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{
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textureSender.Cancel = true;
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}
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}
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}
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}
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public void TextureCallback(LLUUID textureID, AssetBase asset)
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{
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lock (m_textureSenders)
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{
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TextureSender textureSender;
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if (m_textureSenders.TryGetValue(textureID, out textureSender))
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{
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if (!textureSender.ImageLoaded)
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{
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textureSender.TextureReceived(asset);
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EnqueueTextureSender(textureSender);
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}
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//m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
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m_textureSenders.Remove(textureID);
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//m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
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}
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else
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{
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throw new Exception("Got a texture with no sender object to handle it, this shouldn't happen");
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}
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}
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}
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private void EnqueueTextureSender(TextureSender textureSender)
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{
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textureSender.Cancel = false;
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textureSender.Sending = true;
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textureSender.counter = 0;
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if (!m_sharedSendersQueue.Contains(textureSender))
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{
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m_sharedSendersQueue.Enqueue(textureSender);
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}
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}
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internal void Close()
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{
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lock (m_textureSenders)
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{
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foreach( TextureSender textureSender in m_textureSenders.Values )
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{
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textureSender.Cancel = true;
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}
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m_textureSenders.Clear();
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}
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}
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}
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}
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