568 lines
22 KiB
C#
568 lines
22 KiB
C#
/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 OpenSim;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Assets;
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using OpenSim.Framework.Utilities;
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namespace OpenSim.Assets
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{
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/// <summary>
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/// Manages local cache of assets and their sending to viewers.
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/// </summary>
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public class AssetCache : IAssetReceiver
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{
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public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
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public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
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public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
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public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
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public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
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public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
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//private Dictionary<libsecondlife.LLUUID, AssetBase> IncomingAssets;
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private IAssetServer _assetServer;
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private Thread _assetCacheThread;
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private LLUUID[] textureList = new LLUUID[2];
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/// <summary>
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///
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/// </summary>
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public AssetCache(IAssetServer assetServer)
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{
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Console.WriteLine("Creating Asset cache");
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_assetServer = assetServer;
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_assetServer.SetReceiver(this);
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Assets = new Dictionary<libsecondlife.LLUUID, AssetInfo>();
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Textures = new Dictionary<libsecondlife.LLUUID, TextureImage>();
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//IncomingAssets = new Dictionary<libsecondlife.LLUUID, AssetBase>();
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this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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this._assetCacheThread.IsBackground = true;
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this._assetCacheThread.Start();
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}
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/// <summary>
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///
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/// </summary>
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public void RunAssetManager()
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{
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while (true)
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{
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try
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{
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//Console.WriteLine("Asset cache loop");
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this.ProcessAssetQueue();
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this.ProcessTextureQueue();
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Thread.Sleep(500);
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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}
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public void LoadDefaultTextureSet()
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{
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//hack: so we can give each user a set of textures
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textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001");
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textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002");
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for (int i = 0; i < textureList.Length; i++)
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{
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this._assetServer.RequestAsset(textureList[i], true);
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}
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}
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public AssetBase[] CreateNewInventorySet(LLUUID agentID)
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{
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AssetBase[] inventorySet = new AssetBase[this.textureList.Length];
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for (int i = 0; i < textureList.Length; i++)
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{
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if (this.Textures.ContainsKey(textureList[i]))
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{
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inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]);
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TextureImage image = new TextureImage(inventorySet[i]);
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this.Textures.Add(image.FullID, image);
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this._assetServer.UploadNewAsset(image); //save the asset to the asset server
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}
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}
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return inventorySet;
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}
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public AssetBase GetAsset(LLUUID assetID)
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{
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AssetBase asset = null;
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if(this.Textures.ContainsKey(assetID))
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{
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asset = this.Textures[assetID];
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}
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else if (this.Assets.ContainsKey(assetID))
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{
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asset = this.Assets[assetID];
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}
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return asset;
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}
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public void AddAsset(AssetBase asset)
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{
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this._assetServer.UploadNewAsset(asset);
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if (asset.Type == 0)
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{
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//texture
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TextureImage textur = new TextureImage(asset);
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this.Textures.Add(textur.FullID, textur);
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}
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else
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{
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AssetInfo assetInf = new AssetInfo(asset);
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this.Assets.Add(assetInf.FullID, assetInf);
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}
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}
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/// <summary>
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///
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/// </summary>
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private void ProcessTextureQueue()
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{
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if (this.TextureRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
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int num;
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if (this.TextureRequests.Count < 5)
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{
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//lower than 5 so do all of them
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num = this.TextureRequests.Count;
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}
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else
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{
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num = 5;
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}
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AssetRequest req;
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for (int i = 0; i < num; i++)
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{
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req = (AssetRequest)this.TextureRequests[i];
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if (req.PacketCounter != req.NumPackets)
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{
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// if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
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if (req.PacketCounter == 0)
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{
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//first time for this request so send imagedata packet
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if (req.NumPackets == 1)
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{
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//only one packet so send whole file
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ImageDataPacket im = new ImageDataPacket();
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im.ImageID.Packets = 1;
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im.ImageID.ID = req.ImageInfo.FullID;
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im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
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im.ImageData.Data = req.ImageInfo.Data;
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im.ImageID.Codec = 2;
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req.RequestUser.OutPacket(im);
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req.PacketCounter++;
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//req.ImageInfo.l= time;
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//System.Console.WriteLine("sent texture: "+req.image_info.FullID);
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}
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else
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{
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//more than one packet so split file up
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ImageDataPacket im = new ImageDataPacket();
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im.ImageID.Packets = (ushort)req.NumPackets;
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im.ImageID.ID = req.ImageInfo.FullID;
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im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
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im.ImageData.Data = new byte[600];
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Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
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im.ImageID.Codec = 2;
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req.RequestUser.OutPacket(im);
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req.PacketCounter++;
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//req.ImageInfo.last_used = time;
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//System.Console.WriteLine("sent first packet of texture:
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}
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}
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else
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{
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//send imagepacket
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//more than one packet so split file up
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ImagePacketPacket im = new ImagePacketPacket();
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im.ImageID.Packet = (ushort)req.PacketCounter;
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im.ImageID.ID = req.ImageInfo.FullID;
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int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
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if (size > 1000) size = 1000;
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im.ImageData.Data = new byte[size];
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Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
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req.RequestUser.OutPacket(im);
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req.PacketCounter++;
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//req.ImageInfo.last_used = time;
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//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
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}
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}
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}
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//remove requests that have been completed
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int count = 0;
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for (int i = 0; i < num; i++)
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{
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if (this.TextureRequests.Count > count)
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{
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req = (AssetRequest)this.TextureRequests[count];
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if (req.PacketCounter == req.NumPackets)
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{
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this.TextureRequests.Remove(req);
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}
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else
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{
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count++;
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}
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}
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}
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}
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
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{
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//check if it is a texture or not
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//then add to the correct cache list
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//then check for waiting requests for this asset/texture (in the Requested lists)
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//and move those requests into the Requests list.
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if (IsTexture)
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{
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TextureImage image = new TextureImage(asset);
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this.Textures.Add(image.FullID, image);
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if (this.RequestedTextures.ContainsKey(image.FullID))
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{
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AssetRequest req = this.RequestedTextures[image.FullID];
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req.ImageInfo = image;
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if (image.Data.LongLength > 600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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this.RequestedTextures.Remove(image.FullID);
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this.TextureRequests.Add(req);
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}
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}
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else
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{
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AssetInfo assetInf = new AssetInfo(asset);
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this.Assets.Add(assetInf.FullID, assetInf);
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if (this.RequestedAssets.ContainsKey(assetInf.FullID))
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{
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AssetRequest req = this.RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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if (assetInf.Data.LongLength > 600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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this.RequestedAssets.Remove(assetInf.FullID);
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this.AssetRequests.Add(req);
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}
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}
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}
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}
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public void AssetNotFound(AssetBase asset)
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{
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//the asset server had no knowledge of requested asset
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}
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#region Assets
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/// <summary>
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///
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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public void AddAssetRequest(SimClient userInfo, TransferRequestPacket transferRequest)
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{
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LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
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//check to see if asset is in local cache, if not we need to request it from asset server.
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if (!this.Assets.ContainsKey(requestID))
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{
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//not found asset
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// so request from asset server
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if (!this.RequestedAssets.ContainsKey(requestID))
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{
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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this.RequestedAssets.Add(requestID, request);
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this._assetServer.RequestAsset(requestID, false);
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}
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return;
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}
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//it is in our cache
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AssetInfo asset = this.Assets[requestID];
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//work out how many packets it should be sent in
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// and add to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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req.AssetInf = asset;
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if (asset.Data.LongLength > 600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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this.AssetRequests.Add(req);
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}
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/// <summary>
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///
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/// </summary>
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private void ProcessAssetQueue()
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{
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if (this.AssetRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
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int num;
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if (this.AssetRequests.Count < 5)
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{
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//lower than 5 so do all of them
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num = this.AssetRequests.Count;
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}
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else
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{
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num = 5;
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}
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AssetRequest req;
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for (int i = 0; i < num; i++)
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{
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req = (AssetRequest)this.AssetRequests[i];
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = 0;
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Transfer.TransferInfo.TargetType = 0;
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Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
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Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
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Transfer.TransferInfo.TransferID = req.TransferRequestID;
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req.RequestUser.OutPacket(Transfer);
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if (req.NumPackets == 1)
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{
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 0;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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TransferPacket.TransferData.Data = req.AssetInf.Data;
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TransferPacket.TransferData.Status = 1;
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req.RequestUser.OutPacket(TransferPacket);
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}
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else
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{
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//more than one packet so split file up , for now it can't be bigger than 2000 bytes
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 0;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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byte[] chunk = new byte[1000];
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Array.Copy(req.AssetInf.Data, chunk, 1000);
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TransferPacket.TransferData.Data = chunk;
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TransferPacket.TransferData.Status = 0;
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req.RequestUser.OutPacket(TransferPacket);
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TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 1;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
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Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
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TransferPacket.TransferData.Data = chunk1;
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TransferPacket.TransferData.Status = 1;
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req.RequestUser.OutPacket(TransferPacket);
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}
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}
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//remove requests that have been completed
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for (int i = 0; i < num; i++)
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{
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this.AssetRequests.RemoveAt(0);
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}
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}
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public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
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{
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AssetInfo newAsset = new AssetInfo();
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newAsset.Data = new byte[sourceAsset.Data.Length];
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Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
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newAsset.FullID = LLUUID.Random();
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newAsset.Type = sourceAsset.Type;
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newAsset.InvType = sourceAsset.InvType;
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return (newAsset);
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}
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#endregion
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#region Textures
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/// <summary>
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///
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="imageID"></param>
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public void AddTextureRequest(SimClient userInfo, LLUUID imageID)
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{
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//check to see if texture is in local cache, if not request from asset server
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if (!this.Textures.ContainsKey(imageID))
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{
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if (!this.RequestedTextures.ContainsKey(imageID))
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{
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//not is cache so request from asset server
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = imageID;
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request.IsTextureRequest = true;
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this.RequestedTextures.Add(imageID, request);
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this._assetServer.RequestAsset(imageID, true);
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}
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return;
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}
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TextureImage imag = this.Textures[imageID];
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = imageID;
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req.IsTextureRequest = true;
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req.ImageInfo = imag;
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if (imag.Data.LongLength > 600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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this.TextureRequests.Add(req);
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}
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public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
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{
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TextureImage newImage = new TextureImage();
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newImage.Data = new byte[source.Data.Length];
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Array.Copy(source.Data, newImage.Data, source.Data.Length);
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//newImage.filename = source.filename;
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newImage.FullID = LLUUID.Random();
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newImage.Name = source.Name;
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return (newImage);
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}
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#endregion
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}
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public class AssetRequest
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{
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public SimClient RequestUser;
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public LLUUID RequestAssetID;
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public AssetInfo AssetInf;
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public TextureImage ImageInfo;
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public LLUUID TransferRequestID;
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public long DataPointer = 0;
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public int NumPackets = 0;
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public int PacketCounter = 0;
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public bool IsTextureRequest;
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//public bool AssetInCache;
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//public int TimeRequested;
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public AssetRequest()
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{
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}
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}
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public class AssetInfo : AssetBase
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{
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public AssetInfo()
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{
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}
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public AssetInfo(AssetBase aBase)
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|
{
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Data = aBase.Data;
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FullID = aBase.FullID;
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|
Type = aBase.Type;
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|
InvType = aBase.InvType;
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|
Name = aBase.Name;
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|
Description = aBase.Description;
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|
}
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|
}
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|
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public class TextureImage : AssetBase
|
|
{
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|
public TextureImage()
|
|
{
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|
|
|
}
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|
|
|
public TextureImage(AssetBase aBase)
|
|
{
|
|
Data = aBase.Data;
|
|
FullID = aBase.FullID;
|
|
Type = aBase.Type;
|
|
InvType = aBase.InvType;
|
|
Name = aBase.Name;
|
|
Description = aBase.Description;
|
|
}
|
|
}
|
|
|
|
}
|