more work on texture downloading.

Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
This commit is contained in:
MW
2007-12-10 13:27:23 +00:00
parent 081a66d570
commit 611327e104
9 changed files with 298 additions and 439 deletions

View File

@@ -46,11 +46,10 @@ namespace OpenSim.Region.Environment.Modules
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
private Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>> ClientRequests =
new Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>>();
private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>();
private Dictionary<LLUUID, List<LLUUID>> InProcess = new Dictionary<LLUUID, List<LLUUID>>();
private Dictionary<LLUUID, UserTextureDownloadService> m_userTextureServices = new Dictionary<LLUUID, UserTextureDownloadService>();
private Thread m_thread;
public TextureDownloadModule()
@@ -85,55 +84,36 @@ namespace OpenSim.Region.Environment.Modules
public bool IsSharedModule
{
get { return true; }
get { return false; }
}
public void NewClient(IClientAPI client)
{
lock (ClientRequests)
{
if (!ClientRequests.ContainsKey(client.AgentId))
{
ClientRequests.Add(client.AgentId, new Dictionary<LLUUID, AssetRequest>());
InProcess.Add(client.AgentId, new List<LLUUID>());
}
}
client.OnRequestTexture += TextureRequest;
}
public void TextureCallback(LLUUID textureID, AssetBase asset)
private bool TryGetUserTextureService(LLUUID userID, out UserTextureDownloadService textureService)
{
lock (ClientRequests)
lock (m_userTextureServices)
{
foreach (Dictionary<LLUUID, AssetRequest> reqList in ClientRequests.Values)
if (m_userTextureServices.TryGetValue(userID, out textureService))
{
if (reqList.ContainsKey(textureID))
{
//check the texture isn't already in the process of being sent to the client.
if (!InProcess[reqList[textureID].RequestUser.AgentId].Contains(textureID))
{
TextureSender sender = new TextureSender(reqList[textureID], asset);
QueueSenders.Enqueue(sender);
InProcess[reqList[textureID].RequestUser.AgentId].Add(textureID);
reqList.Remove(textureID);
}
}
return true;
}
textureService = new UserTextureDownloadService(m_scene, QueueSenders);
m_userTextureServices.Add(userID, textureService);
return true;
}
}
public void TextureRequest(Object sender, TextureRequestArgs e)
{
IClientAPI client = (IClientAPI)sender;
if (!ClientRequests[client.AgentId].ContainsKey(e.RequestedAssetID))
UserTextureDownloadService textureService;
if (TryGetUserTextureService(client.AgentId, out textureService))
{
lock (ClientRequests)
{
AssetRequest request = new AssetRequest(client, e.RequestedAssetID, e.DiscardLevel, e.PacketNumber);
ClientRequests[client.AgentId].Add(e.RequestedAssetID, request);
}
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
textureService.HandleTextureRequest(client, e);
}
}
@@ -142,57 +122,150 @@ namespace OpenSim.Region.Environment.Modules
while (true)
{
TextureSender sender = QueueSenders.Dequeue();
bool finished = sender.SendTexture();
if (finished)
if (sender.Cancel)
{
TextureSent(sender);
}
else
{
QueueSenders.Enqueue(sender);
bool finished = sender.SendTexturePacket();
if (finished)
{
TextureSent(sender);
}
else
{
QueueSenders.Enqueue(sender);
}
}
}
}
private void TextureSent(TextureSender sender)
{
if (InProcess[sender.request.RequestUser.AgentId].Contains(sender.request.RequestAssetID))
sender.Sending = false;
}
public class UserTextureDownloadService
{
private Dictionary<LLUUID, TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender>();
private BlockingQueue<TextureSender> m_sharedSendersQueue;
private Scene m_scene;
public UserTextureDownloadService(Scene scene, BlockingQueue<TextureSender> sharedQueue)
{
InProcess[sender.request.RequestUser.AgentId].Remove(sender.request.RequestAssetID);
m_scene = scene;
m_sharedSendersQueue = sharedQueue;
}
public void HandleTextureRequest(IClientAPI client, TextureRequestArgs e)
{
//TODO: should be working out the data size/ number of packets to be sent for each discard level
if ((e.DiscardLevel >= 0) || (e.Priority != 0))
{
lock (m_textureSenders)
{
if (!m_textureSenders.ContainsKey(e.RequestedAssetID))
{
TextureSender requestHandler = new TextureSender(client, e.RequestedAssetID, e.DiscardLevel, e.PacketNumber);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
}
else
{
m_textureSenders[e.RequestedAssetID].UpdateRequest(e.DiscardLevel, e.PacketNumber);
m_textureSenders[e.RequestedAssetID].counter = 0;
if ((m_textureSenders[e.RequestedAssetID].ImageLoaded) && (m_textureSenders[e.RequestedAssetID].Sending ==false))
{
m_textureSenders[e.RequestedAssetID].Sending = true;
m_sharedSendersQueue.Enqueue(m_textureSenders[e.RequestedAssetID]);
}
}
}
}
else
{
lock (m_textureSenders)
{
if (m_textureSenders.ContainsKey(e.RequestedAssetID))
{
m_textureSenders[e.RequestedAssetID].Cancel = true;
}
}
}
}
public void TextureCallback(LLUUID textureID, AssetBase asset)
{
lock (m_textureSenders)
{
if (m_textureSenders.ContainsKey(textureID))
{
if (!m_textureSenders[textureID].ImageLoaded)
{
m_textureSenders[textureID].TextureReceived(asset);
m_textureSenders[textureID].Sending = true;
m_textureSenders[textureID].counter = 0;
m_sharedSendersQueue.Enqueue(m_textureSenders[textureID]);
}
}
else
{
// Got a texture with no sender object to handle it, this shouldn't happen
}
}
}
}
public class TextureSender
{
public AssetRequest request;
private int counter = 0;
public int counter = 0;
private AssetBase m_asset;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool Cancel = false;
public bool ImageLoaded = false;
public TextureSender(AssetRequest req, AssetBase asset)
public bool Sending = false;
public IClientAPI RequestUser;
public LLUUID RequestedAssetID;
public int RequestedDiscardLevel = -1;
public uint StartPacketNumber = 0;
// private int m_sentDiscardLevel = -1;
public TextureSender(IClientAPI client, LLUUID textureID, int discardLevel, uint packetNumber)
{
request = req;
m_asset = asset;
if (asset.Data.LongLength > 600)
{
NumPackets = 2 + (int)(asset.Data.Length - 601) / 1000;
}
else
{
NumPackets = 1;
}
PacketCounter = (int)req.PacketNumber;
RequestUser = client;
RequestedAssetID = textureID;
RequestedDiscardLevel = discardLevel;
StartPacketNumber = packetNumber;
}
public bool SendTexture()
public void TextureReceived(AssetBase asset)
{
m_asset = asset;
NumPackets = CalculateNumPackets(asset.Data.Length);
PacketCounter = (int)StartPacketNumber;
ImageLoaded = true;
}
public void UpdateRequest(int discardLevel, uint packetNumber)
{
RequestedDiscardLevel = discardLevel;
StartPacketNumber = packetNumber;
PacketCounter = (int)StartPacketNumber;
}
public bool SendTexturePacket()
{
SendPacket();
counter++;
if ((PacketCounter >= NumPackets) || counter > 100 || (NumPackets == 1) || (request.DiscardLevel == -1))
if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) || ((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets / (RequestedDiscardLevel + 1)))) )
{
return true;
}
@@ -201,65 +274,68 @@ namespace OpenSim.Region.Environment.Modules
public void SendPacket()
{
AssetRequest req = request;
if (PacketCounter == 0)
if (PacketCounter <= NumPackets)
{
if (NumPackets == 1)
if (PacketCounter == 0)
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = 1;
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint)m_asset.Data.Length;
im.ImageData.Data = m_asset.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
if (NumPackets == 0)
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = 0;
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint)m_asset.Data.Length;
im.ImageData.Data = m_asset.Data;
im.ImageID.Codec = 2;
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
else
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = (ushort)(NumPackets);
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint)m_asset.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
else
{
ImageDataPacket im = new ImageDataPacket();
ImagePacketPacket im = new ImagePacketPacket();
im.Header.Reliable = false;
im.ImageID.Packets = (ushort)(NumPackets);
im.ImageID.Packet = (ushort)(PacketCounter);
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint)m_asset.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), im.ImageData.Data, 0, size);
RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
else
{
ImagePacketPacket im = new ImagePacketPacket();
im.Header.Reliable = false;
im.ImageID.Packet = (ushort)(PacketCounter);
im.ImageID.ID = m_asset.FullID;
int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im, ThrottleOutPacketType.Texture);
PacketCounter++;
}
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public int DiscardLevel = -1;
public uint PacketNumber = 0;
public AssetRequest(IClientAPI client, LLUUID textureID, int discardLevel, uint packetNumber)
private int CalculateNumPackets(int length)
{
RequestUser = client;
RequestAssetID = textureID;
DiscardLevel = discardLevel;
PacketNumber = packetNumber;
int numPackets = 0;
if (length > 600)
{
//over 600 bytes so split up file
int restData = (length - 600);
int restPackets = ((restData + 999) / 1000);
numPackets = restPackets;
}
return numPackets;
}
}
}
}