* Start sending "ImageNotFound" packet back to the client if we can't find an image

* This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak
* If a texture is not found then the "Image not found" texture will now be displayed clientside
* If it works, this should resolve mantis 676
* Non texture image requests do not receive this packet yet
* This will require a prebuild
This commit is contained in:
Justin Clarke Casey
2008-02-25 23:26:35 +00:00
parent dbb205c181
commit 65862aacea
6 changed files with 203 additions and 55 deletions

View File

@@ -28,9 +28,13 @@
using System;
using System.Collections.Generic;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
@@ -54,12 +58,16 @@ namespace OpenSim.Region.Environment.Modules
/// Texture Senders are placed in this queue once they have received their texture from the asset
/// cache. Another module actually invokes the send.
/// </summary>
private readonly BlockingQueue<TextureSender> m_sharedSendersQueue;
private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
private readonly Scene m_scene;
private readonly IClientAPI m_client;
public UserTextureDownloadService(Scene scene, BlockingQueue<TextureSender> sharedQueue)
public UserTextureDownloadService(
IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
{
m_client = client;
m_scene = scene;
m_sharedSendersQueue = sharedQueue;
}
@@ -68,9 +76,8 @@ namespace OpenSim.Region.Environment.Modules
/// Handle a texture request. This involves creating a texture sender and placing it on the
/// previously passed in shared queue.
/// </summary>
/// <param name="client"> </param>
/// <param name="e"></param>
public void HandleTextureRequest(IClientAPI client, TextureRequestArgs e)
public void HandleTextureRequest(TextureRequestArgs e)
{
TextureSender textureSender;
@@ -91,7 +98,7 @@ namespace OpenSim.Region.Environment.Modules
m_scene.AddPendingDownloads(1);
TextureSender requestHandler =
new TextureSender(client, e.DiscardLevel, e.PacketNumber);
new TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
m_textureSenders.Add(e.RequestedAssetID, requestHandler);
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
@@ -118,6 +125,8 @@ namespace OpenSim.Region.Environment.Modules
/// <param name="texture"></param>
public void TextureCallback(LLUUID textureID, AssetBase texture)
{
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
lock (m_textureSenders)
{
TextureSender textureSender;
@@ -129,13 +138,12 @@ namespace OpenSim.Region.Environment.Modules
// Needs investigation.
if (texture == null || texture.Data == null)
{
// Right now, leaving it up to lower level asset server code to post the fact that
// this texture could not be found
// TODO Send packet back to the client telling it not to expect the texture
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD]: Removing download stat for {0}", textureID);
m_scene.AddPendingDownloads(-1);
m_log.DebugFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}",
textureID);
ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
EnqueueTextureSender(textureNotFoundSender);
}
else
{
@@ -163,11 +171,10 @@ namespace OpenSim.Region.Environment.Modules
/// Place a ready texture sender on the processing queue.
/// </summary>
/// <param name="textureSender"></param>
private void EnqueueTextureSender(TextureSender textureSender)
private void EnqueueTextureSender(ITextureSender textureSender)
{
textureSender.Cancel = false;
textureSender.Sending = true;
textureSender.counter = 0;
if (!m_sharedSendersQueue.Contains(textureSender))
{