mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 01:06:30 +08:00
* Rewrote LLImageManager to use a real priority queue and hold minimal state
* Rewrote the logic in J2KImage.RunUpdate() * Added a default avatar texture (I made it myself)
This commit is contained in:
@@ -27,26 +27,28 @@
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using System;
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using System.Threading;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using log4net;
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using System.Reflection;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLImageManager
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{
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//Public interfaces:
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//Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
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//void EnqueueReq - (TextureRequestArgs)
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//ProcessImageQueue
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//Close
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private sealed class J2KImageComparer : IComparer<J2KImage>
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{
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public int Compare(J2KImage x, J2KImage y)
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{
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return x.m_requestedPriority.CompareTo(y.m_requestedPriority);
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}
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}
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_shuttingdown = false;
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private long m_lastloopprocessed = 0;
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@@ -54,28 +56,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private LLClientView m_client; //Client we're assigned to
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private IAssetService m_assetCache; //Asset Cache
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private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
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private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
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private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
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private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
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private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
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private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
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private const double doubleMinimum = .0000001;
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public int m_outstandingtextures = 0;
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//Constructor
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public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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{
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m_imagestore = new Dictionary<UUID,J2KImage>();
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m_priorities = new SortedList<double,UUID>();
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m_priorityresolver = new Dictionary<int, int>();
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m_client = client;
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m_assetCache = pAssetCache;
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if (pAssetCache != null)
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m_missingsubstitute = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
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else
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m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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@@ -88,174 +74,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//Make sure we're not shutting down..
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if (!m_shuttingdown)
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{
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J2KImage imgrequest;
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//Do we already know about this UUID?
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if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
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// Do a linear search for this texture download
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m_priorityQueue.Find(delegate(J2KImage img) { return img.m_requestedUUID == newRequest.RequestedAssetID; }, out imgrequest);
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if (imgrequest != null)
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{
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//Check the packet sequence to make sure this isn't older than
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//one we've already received
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J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
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// This is the inbound request sequence number. We can ignore
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// "old" ones.
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if (newRequest.requestSequence > imgrequest.m_lastSequence)
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if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
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{
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m_log.Debug("[JPEG2000]: (CAN) ID=" + newRequest.RequestedAssetID);
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imgrequest.m_lastSequence = newRequest.requestSequence;
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try { m_priorityQueue.Delete(imgrequest.m_priorityQueueHandle); }
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catch (Exception) { }
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}
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else
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{
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m_log.DebugFormat("[JPEG2000]: (UPD) ID={0}: D={1}, S={2}, P={3}",
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newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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//Check the priority
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double priority = imgrequest.m_requestedPriority;
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if (priority != newRequest.Priority)
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//Check the packet sequence to make sure this isn't older than
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//one we've already received
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if (newRequest.requestSequence > imgrequest.m_lastSequence)
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{
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//Remove the old priority
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m_priorities.Remove(imgrequest.m_designatedPriorityKey);
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//Assign a new unique priority
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//Update the sequence number of the last RequestImage packet
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imgrequest.m_lastSequence = newRequest.requestSequence;
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//Update the requested discard level
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imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
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//Update the requested packet number
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imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
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//Update the requested priority
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imgrequest.m_requestedPriority = newRequest.Priority;
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imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
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}
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try { m_priorityQueue.Replace(imgrequest.m_priorityQueueHandle, imgrequest); }
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catch (Exception) { imgrequest.m_priorityQueueHandle = null; m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest); }
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//Update the requested discard level
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imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
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//Update the requested packet number
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imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
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//Check if this will create an outstanding texture request
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bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel;
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//Run an update
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imgrequest.RunUpdate();
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if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
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{
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Interlocked.Increment(ref m_outstandingtextures);
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//Run an update
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imgrequest.RunUpdate();
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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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J2KImage imgrequest = new J2KImage(this);
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if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
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{
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m_log.DebugFormat("[JPEG2000]: (IGN) ID={0}: D={1}, S={2}, P={3}",
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newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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}
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else
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{
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m_log.DebugFormat("[JPEG2000]: (NEW) ID={0}: D={1}, S={2}, P={3}",
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newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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//Assign our missing substitute
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imgrequest.m_MissingSubstitute = m_missingsubstitute;
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imgrequest = new J2KImage(this);
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//Assign our decoder module
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imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
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//Assign our decoder module
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imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
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//Assign our asset cache module
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imgrequest.m_assetCache = m_assetCache;
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//Assign our asset cache module
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imgrequest.m_assetCache = m_assetCache;
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//Assign a priority based on our request
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imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
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//Assign the requested discard level
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imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
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//Assign the requested discard level
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imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
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//Assign the requested packet number
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imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
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//Assign the requested packet number
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imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
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//Assign the requested priority
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imgrequest.m_requestedPriority = newRequest.Priority;
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//Assign the requested priority
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imgrequest.m_requestedPriority = newRequest.Priority;
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//Assign the asset uuid
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imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
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//Assign the asset uuid
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imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
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//Assign the requested priority
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imgrequest.m_requestedPriority = newRequest.Priority;
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m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
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//Run an update
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imgrequest.RunUpdate();
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//Add this download to the priority queue
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m_priorityQueue.Add(ref imgrequest.m_priorityQueueHandle, imgrequest);
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//Run an update
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imgrequest.RunUpdate();
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}
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}
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}
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}
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private double AssignPriority(UUID pAssetID, double pPriority)
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{
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//First, find out if we can just assign directly
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if (m_priorityresolver.ContainsKey((int)pPriority) == false)
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{
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m_priorities.Add((double)((int)pPriority), pAssetID);
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m_priorityresolver.Add((int)pPriority, 0);
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return (double)((int)pPriority);
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}
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else
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{
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//Use the hash lookup goodness of a secondary dictionary to find a free slot
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double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
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m_priorities[mFreePriority] = pAssetID;
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m_priorityresolver[(int)pPriority]++;
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return mFreePriority;
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}
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}
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public bool ProcessImageQueue(int count, int maxpack)
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{
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//count is the number of textures we want to process in one go.
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//As part of this class re-write, that number will probably rise
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//since we're processing in a more efficient manner.
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// this can happen during Close()
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if (m_client == null)
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return false;
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//Count is the number of textures we want to process in one go.
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//As part of this class re-write, that number will probably rise
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//since we're processing in a more efficient manner.
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int numCollected = 0;
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//Calculate our threshold
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int threshold;
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if (m_lastloopprocessed == 0)
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{
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if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
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return false;
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//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
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threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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else
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{
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double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
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throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
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//Average of 1000 bytes per packet
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throttleseconds = throttleseconds / 1000;
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//Safe-zone multiplier of 2.0
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threshold = (int)(throttleseconds * 2.0);
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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if (threshold < 10)
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{
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threshold = 10;
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}
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//Calculate our threshold
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int threshold;
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if (m_lastloopprocessed == 0)
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{
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if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
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return false;
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//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
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threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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else
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{
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double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
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throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
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if (m_client.PacketHandler == null)
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return false;
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//Average of 1000 bytes per packet
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throttleseconds = throttleseconds / 1000;
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if (m_client.PacketHandler.PacketQueue == null)
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return false;
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//Safe-zone multiplier of 2.0
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threshold = (int)(throttleseconds * 2.0);
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m_lastloopprocessed = DateTime.Now.Ticks;
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//First of all make sure our packet queue isn't above our threshold
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}
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if (m_client.PacketHandler == null)
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return false;
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if (m_client.PacketHandler.PacketQueue == null)
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return false;
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if (threshold < 10)
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threshold = 10;
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//Uncomment this to see what the texture stack is doing
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0)
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{
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bool justreset = false;
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for (int x = m_priorities.Count - 1; x > -1; x--)
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold)
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{
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while (m_priorityQueue.Count > 0)
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{
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J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
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if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
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J2KImage imagereq = m_priorityQueue.FindMax();
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if (imagereq.m_decoded == true)
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{
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// we need to test this here now that we are dropping assets
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if (!imagereq.m_hasasset)
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@@ -265,78 +224,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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continue;
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}
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numCollected++;
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++numCollected;
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//SendPackets will send up to ten packets per cycle
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if (imagereq.SendPackets(m_client, maxpack))
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{
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//Send complete
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if (!imagereq.m_completedSendAtCurrentDiscardLevel)
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{
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// I think this field imagereq.m_completedSendAtCurrentDiscardLevel
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// is completely redundant
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//imagereq.m_completedSendAtCurrentDiscardLevel = true;
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Interlocked.Decrement(ref m_outstandingtextures);
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// First and foremost, drop the reference to the asset
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// so that the asset doesn't stay in memory forever.
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// We'll Get it again from the asset service (usually cache)
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// if/when the client requests it again.
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// In order not to mess much with the current implementation
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// of this management code, we drop only the asset reference
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// but keep the image request itself.
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imagereq.DropAsset();
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//Re-assign priority to bottom
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//Remove the old priority
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m_priorities.Remove(imagereq.m_designatedPriorityKey);
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int lowest;
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if (m_priorities.Count > 0)
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{
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lowest = (int)m_priorities.Keys[0];
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lowest--;
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}
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else
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{
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lowest = -10000;
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}
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m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
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imagereq.m_designatedPriorityKey = (double)lowest;
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if (m_priorityresolver.ContainsKey((int)lowest))
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{
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m_priorityresolver[(int)lowest]++;
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}
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else
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{
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m_priorityresolver.Add((int)lowest, 0);
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}
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}
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}
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if (numCollected == count)
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{
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break;
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// Send complete. Destroy any knowledge of this transfer
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try { m_priorityQueue.Delete(imagereq.m_priorityQueueHandle); }
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catch (Exception) { }
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}
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}
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if (numCollected == count || m_outstandingtextures == 0)
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if (numCollected == count)
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break;
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if (numCollected % m_outstandingtextures == 0 && !justreset)
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{
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//We've gotten as much as we can from the stack,
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//reset to the top so that we can send MOAR DATA (nomnomnom)!
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x = m_priorities.Count - 1;
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justreset = true; //prevents us from getting stuck in a loop
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}
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}
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}
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return m_outstandingtextures != 0;
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return m_priorityQueue.Count > 0;
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}
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//Faux destructor
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public void Close()
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{
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m_shuttingdown = true;
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m_j2kDecodeModule = null;
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m_assetCache = null;
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