* 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:
John Hurliman
2009-10-01 17:42:13 -07:00
parent 44776fea72
commit 6e0c79b8fe
5 changed files with 363 additions and 474 deletions

View File

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