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* Refactor: Genericise request limit strategies and move to OpenSim.Framework.Communications.Limit
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@@ -32,6 +32,7 @@ using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Limit;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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@@ -53,6 +54,20 @@ namespace OpenSim.Region.Environment.Modules
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/// </summary>
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private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
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/// <summary>
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/// We're going to limit repeated requests for the same missing texture.
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/// XXX This is really a temporary solution to deal with the situation where a client continually requests
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/// the same missing textures
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/// </summary>
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private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
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= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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/// <summary>
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/// XXX Also going to limit repeated requests for found textures.
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/// </summary>
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private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
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= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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/// <summary>
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/// Holds texture senders before they have received the appropriate texture from the asset cache.
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/// </summary>
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@@ -64,18 +79,6 @@ namespace OpenSim.Region.Environment.Modules
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/// </summary>
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private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
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/// <summary>
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/// We're going to record when we get a request for a particular missing texture for each client
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/// XXX This is really a temporary solution to deal with the situation where a client continually requests
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/// the same missing textures
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/// </summary>
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private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>();
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/// <summary>
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/// XXX Also going to record all the textures found and dispatched
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/// </summary>
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private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>();
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private readonly Scene m_scene;
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private readonly IClientAPI m_client;
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@@ -109,50 +112,21 @@ namespace OpenSim.Region.Environment.Modules
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textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
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}
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else
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{
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// If we've already told the client we're missing the texture, then don't ask the
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// asset server for it again - record the fact that it's missing instead.
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// XXX This is to reduce (but not resolve) a current problem where some clients keep
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// requesting the same textures
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if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID))
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{
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if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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{
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missingTextureRequestCounts[e.RequestedAssetID] += 1;
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if (missingTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS)
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{
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if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == missingTextureRequestCounts[e.RequestedAssetID])
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{
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for {1} since we have received more than {2} requests",
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e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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}
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return;
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}
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return;
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}
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else
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{
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// If we keep receiving requests for textures we've already served to the client,
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// then stop sending them. This is a short term approach approach to the problem
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// of clients which keep requesting the same texture - the long term approach
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// will be to treat the cause (and possibly more generally cap the request
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// queues as well/instead)
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if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID))
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else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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{
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if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
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{
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dispatchedTextureRequestCounts[e.RequestedAssetID] += 1;
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if (dispatchedTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS)
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{
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// if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == dispatchedTextureRequestCounts[e.RequestedAssetID])
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// {
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// m_log.DebugFormat(
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// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping further requests for dispatched/queued texture {0} for {1} since we have received more than {2} requests",
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// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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// }
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return;
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}
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}
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {1} requests",
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e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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}
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return;
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}
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m_scene.AddPendingDownloads(1);
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@@ -197,9 +171,9 @@ namespace OpenSim.Region.Environment.Modules
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// Needs investigation.
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if (texture == null || texture.Data == null)
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{
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if (!missingTextureRequestCounts.ContainsKey(textureID))
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if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
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{
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missingTextureRequestCounts.Add(textureID, 1);
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missingTextureLimitStrategy.MonitorRequests(textureID);
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m_log.DebugFormat(
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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
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@@ -216,11 +190,7 @@ namespace OpenSim.Region.Environment.Modules
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textureSender.TextureReceived(texture);
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EnqueueTextureSender(textureSender);
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// Record the fact that we've put this texture in for dispatch
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if (!dispatchedTextureRequestCounts.ContainsKey(textureID))
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{
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dispatchedTextureRequestCounts.Add(textureID, 1);
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}
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foundTextureLimitStrategy.MonitorRequests(textureID);
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}
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}
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