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* Progressive texture patch + PriorityQueue put into the LLClient namespace.
* Updates LibOMV to r2362
This commit is contained in:
664
OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
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664
OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
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@@ -0,0 +1,664 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using C5;
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using OpenSim.Framework.Communications.Cache;
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using OpenMetaverse.Imaging;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// Client image priority + discardlevel sender/manager
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/// </summary>
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public class LLImageManager
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{
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/// <summary>
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/// Priority Queue for images. Contains lots of data
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/// </summary>
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private readonly IPriorityQueue<Prio<J2KImage>> pq = new IntervalHeap<Prio<J2KImage>>();
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/// <summary>
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/// Dictionary of PriorityQueue handles by AssetId
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/// </summary>
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private readonly Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>> PQHandles =
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new Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>>();
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private LLClientView m_client;
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private readonly AssetCache m_assetCache;
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private bool m_shuttingdown = false;
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private readonly IJ2KDecoder m_j2kDecodeModule;
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private readonly AssetBase MissingSubstitute;
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/// <summary>
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/// Client image priority + discardlevel sender/manager
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/// </summary>
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/// <param name="client">LLClientView of client</param>
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/// <param name="pAssetCache">The Asset retrieval system</param>
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/// <param name="pJ2kDecodeModule">The Jpeg2000 Decoder</param>
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public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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{
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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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MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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/// <summary>
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/// Enqueues a texture request
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/// </summary>
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/// <param name="req">Request from the client to get a texture</param>
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public void EnqueueReq(TextureRequestArgs req)
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{
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if (m_shuttingdown)
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return;
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//if (req.RequestType == 1) // avatar body texture!
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// return;
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AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
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//if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
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//{
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// pq[PQHandles[req.RequestedAssetID]] -= 900000;
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//}
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//
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//if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
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//{
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//}
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pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
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pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
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lock (pq[PQHandles[req.RequestedAssetID]].data)
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pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
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}
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/// <summary>
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/// Callback for the asset system
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/// </summary>
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/// <param name="assetID">UUID of the asset that we have received</param>
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/// <param name="asset">AssetBase of the asset that we've received</param>
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public void AssetDataCallback(UUID assetID, AssetBase asset)
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{
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if (m_shuttingdown)
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return;
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//Console.WriteLine("AssetCallback for assetId" + assetID);
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if (asset == null || asset.Data == null)
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{
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lock (pq)
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{
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//pq[PQHandles[assetID]].data.Missing = true;
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pq[PQHandles[assetID]].data.asset = MissingSubstitute;
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pq[PQHandles[assetID]].data.Missing = false;
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}
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}
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//else
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pq[PQHandles[assetID]].data.asset = asset;
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lock (pq[PQHandles[assetID]].data)
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pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket);
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}
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/// <summary>
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/// Processes the image queue. Pops count elements off and processes them
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/// </summary>
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/// <param name="count">number of images to peek off the queue</param>
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public void ProcessImageQueue(int count)
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{
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if (m_shuttingdown)
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return;
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IPriorityQueueHandle<Prio<J2KImage>> h = null;
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for (int j = 0; j < count; j++)
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{
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lock (pq)
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{
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if (!pq.IsEmpty)
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{
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//peek off the top
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Prio<J2KImage> process = pq.FindMax(out h);
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// Do we have the Asset Data?
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if (!process.data.HasData)
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{
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// Did we request the asset data?
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if (!process.data.dataRequested)
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{
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m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
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pq[h].data.dataRequested = true;
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}
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// Is the asset missing?
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if (process.data.Missing)
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{
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//m_client.sendtextur
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pq[h] -= 90000;
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/*
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{
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OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
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new OpenMetaverse.Packets.ImageNotInDatabasePacket();
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imdback.ImageID =
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new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
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imdback.ImageID.ID = process.data.requestedUUID;
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m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
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}
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*/
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// Substitute a blank image
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process.data.asset = MissingSubstitute;
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process.data.Missing = false;
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// If the priority is less then -4billion, the client has forgotten about it.
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if (pq[h] < -400000000)
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{
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RemoveItemFromQueue(pq[h].data.requestedUUID);
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continue;
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}
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}
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// Lower the priority to give the next image a chance
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pq[h] -= 100000;
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}
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else if (process.data.HasData)
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{
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// okay, we've got the data
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lock (process.data)
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{
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if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
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{
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process.data.J2KDecodeWaiting = true;
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// Do we have a jpeg decoder?
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if (m_j2kDecodeModule != null)
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{
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// Send it off to the jpeg decoder
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m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
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j2kDecodedCallback);
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}
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else
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{
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// no module, no layers, full resolution only
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j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
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}
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} // Are we waiting?
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else if (!process.data.J2KDecodeWaiting)
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{
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// Send more data at a time for higher discard levels
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for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++)
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if (!process.data.SendPacket(m_client))
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{
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pq[h] -= (500000*i);
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break;
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}
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}
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// If the priority is less then -4 billion, the client has forgotten about it, pop it off
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if (pq[h] < -400000000)
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{
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RemoveItemFromQueue(pq[h].data.requestedUUID);
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continue;
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}
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}
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//pq[h] = process;
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}
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// uncomment the following line to see the upper most asset and the priority
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//Console.WriteLine(process.ToString());
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// Lower priority to give the next image a chance to bubble up
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pq[h] -= 50000;
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}
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}
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}
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}
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/// <summary>
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/// Callback for when the image has been decoded
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/// </summary>
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/// <param name="AssetId">The UUID of the Asset</param>
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/// <param name="layers">The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder</param>
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public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
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{
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// are we shutting down? if so, end.
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if (m_shuttingdown)
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return;
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lock (PQHandles)
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{
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// Update our asset data
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if (PQHandles.ContainsKey(AssetId))
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{
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pq[PQHandles[AssetId]].data.Layers = layers;
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pq[PQHandles[AssetId]].data.J2KDecode = true;
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pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
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lock (pq[PQHandles[AssetId]].data)
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pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
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// Send the first packet
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pq[PQHandles[AssetId]].data.SendPacket(m_client);
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}
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}
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}
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/// <summary>
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/// This image has had a good life. It's now expired. Remove it off the queue
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/// </summary>
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/// <param name="AssetId">UUID of asset to remove off the queue</param>
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private void RemoveItemFromQueue(UUID AssetId)
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{
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lock (PQHandles)
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{
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if (PQHandles.ContainsKey(AssetId))
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{
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IPriorityQueueHandle<Prio<J2KImage>> h = PQHandles[AssetId];
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PQHandles.Remove(AssetId);
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pq.Delete(h);
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}
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}
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}
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/// <summary>
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/// Adds an image to the queue and update priority
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/// if the item is already in the queue, just update the priority
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/// </summary>
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/// <param name="AssetId">UUID of the asset</param>
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/// <param name="priority">Priority to set</param>
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private void AddQueueItem(UUID AssetId, int priority)
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{
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IPriorityQueueHandle<Prio<J2KImage>> h = null;
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lock (PQHandles)
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{
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if (PQHandles.ContainsKey(AssetId))
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{
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h = PQHandles[AssetId];
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pq[h] = pq[h].SetPriority(priority);
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}
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else
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{
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J2KImage newreq = new J2KImage();
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newreq.requestedUUID = AssetId;
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pq.Add(ref h, new Prio<J2KImage>(newreq, priority));
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PQHandles.Add(AssetId, h);
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}
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}
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}
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/// <summary>
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/// Okay, we're ending. Clean up on isle 9
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/// </summary>
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public void Close()
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{
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m_shuttingdown = true;
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lock (pq)
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{
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while (!pq.IsEmpty)
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{
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pq.DeleteMin();
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}
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}
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lock (PQHandles)
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PQHandles.Clear();
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m_client = null;
|
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}
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||||
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}
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/// <summary>
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/// Image Data for this send
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/// Encapsulates the image sending data and method
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/// </summary>
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public class J2KImage
|
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{
|
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private AssetBase m_asset_ref = null;
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public volatile int LastPacketNum = 0;
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public volatile int DiscardLimit = 0;
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public volatile bool dataRequested = false;
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public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
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public const int FIRST_IMAGE_PACKET_SIZE = 600;
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public const int IMAGE_PACKET_SIZE = 1000;
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public volatile int DiscardLevel;
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||||
public float Priority;
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public volatile int CurrentPacket = 1;
|
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public volatile int StopPacket;
|
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public bool Missing = false;
|
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public bool J2KDecode = false;
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public bool J2KDecodeWaiting = false;
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private volatile bool sendFirstPacket = true;
|
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|
||||
// Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
|
||||
public UUID requestedUUID = UUID.Zero;
|
||||
|
||||
public J2KImage(AssetBase asset)
|
||||
{
|
||||
m_asset_ref = asset;
|
||||
}
|
||||
|
||||
public J2KImage()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public AssetBase asset
|
||||
{
|
||||
set { m_asset_ref = value; }
|
||||
}
|
||||
|
||||
// We make the asset a reference so that we don't duplicate the byte[]
|
||||
// it's read only anyway, so no worries here
|
||||
// we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
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||||
|
||||
/// <summary>
|
||||
/// ID of the AssetBase
|
||||
/// </summary>
|
||||
public UUID AssetId
|
||||
{
|
||||
get { return m_asset_ref.FullID; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Asset Data
|
||||
/// </summary>
|
||||
public byte[] Data
|
||||
{
|
||||
get { return m_asset_ref.Data; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if we have the asset
|
||||
/// </summary>
|
||||
public bool HasData
|
||||
{
|
||||
get { return !(m_asset_ref == null); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called from the PriorityQueue handle .ToString(). Prints data on this asset
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public override string ToString()
|
||||
{
|
||||
return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the total number of packets needed to transfer this texture,
|
||||
/// including the first packet of size FIRST_IMAGE_PACKET_SIZE
|
||||
/// </summary>
|
||||
/// <returns>Total number of packets needed to transfer this texture</returns>
|
||||
public int TexturePacketCount()
|
||||
{
|
||||
if (!HasData)
|
||||
return 0;
|
||||
return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current byte offset for this transfer, calculated from
|
||||
/// the CurrentPacket
|
||||
/// </summary>
|
||||
/// <returns>Current byte offset for this transfer</returns>
|
||||
public int CurrentBytePosition()
|
||||
{
|
||||
if (CurrentPacket == 0)
|
||||
return 0;
|
||||
if (CurrentPacket == 1)
|
||||
return FIRST_IMAGE_PACKET_SIZE;
|
||||
|
||||
int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
|
||||
if (result < 0)
|
||||
{
|
||||
result = FIRST_IMAGE_PACKET_SIZE;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the size, in bytes, of the last packet. This will be somewhere
|
||||
/// between 1 and IMAGE_PACKET_SIZE bytes
|
||||
/// </summary>
|
||||
/// <returns>Size of the last packet in the transfer</returns>
|
||||
public int LastPacketSize()
|
||||
{
|
||||
if (CurrentPacket == 1)
|
||||
return m_asset_ref.Data.Length;
|
||||
return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find the packet number that contains a given byte position
|
||||
/// </summary>
|
||||
/// <param name="bytePosition">Byte position</param>
|
||||
/// <returns>Packet number that contains the given byte position</returns>
|
||||
int GetPacketForBytePosition(int bytePosition)
|
||||
{
|
||||
return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the Image sending limits based on the discard
|
||||
/// If we don't have any Layers, Send the full texture
|
||||
/// </summary>
|
||||
/// <param name="discardLevel">jpeg2000 discard level. 5-0</param>
|
||||
/// <param name="packet">Which packet to start from</param>
|
||||
public void Update(int discardLevel, int packet)
|
||||
{
|
||||
//Requests for 0 means that the client wants us to resend the whole image
|
||||
//Requests for -1 mean 'update priority but don't change discard level'
|
||||
|
||||
if (packet == 0 || packet == -1)
|
||||
return;
|
||||
|
||||
// Check if we've got layers
|
||||
if (Layers.Length > 0)
|
||||
{
|
||||
DiscardLevel = Util.Clamp<int>(discardLevel, 0, Layers.Length - 1);
|
||||
StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
|
||||
CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
|
||||
// sendFirstPacket = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No layers, send full image
|
||||
DiscardLevel = 0;
|
||||
StopPacket = TexturePacketCount() - 1;
|
||||
CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends a texture packet to the client.
|
||||
/// </summary>
|
||||
/// <param name="client">Client to send texture to</param>
|
||||
/// <returns>true if a packet was sent, false if not</returns>
|
||||
public bool SendPacket(LLClientView client)
|
||||
{
|
||||
// If we've hit the end of the send or if the client set -1, return false.
|
||||
if (CurrentPacket > StopPacket || StopPacket == -1)
|
||||
return false;
|
||||
|
||||
// The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
|
||||
// This packet only gets sent once unless we're restarting the transfer from 0!
|
||||
if (sendFirstPacket)
|
||||
{
|
||||
sendFirstPacket = false;
|
||||
|
||||
// Do we have less then 1 packet's worth of data?
|
||||
if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
|
||||
{
|
||||
// Send only 1 packet
|
||||
client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
|
||||
CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
// Send first packet
|
||||
byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
|
||||
try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
|
||||
catch (Exception)
|
||||
{
|
||||
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
|
||||
|
||||
//m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
|
||||
//m_cancel = true;
|
||||
//m_sending = false;
|
||||
return false;
|
||||
}
|
||||
client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
|
||||
++CurrentPacket; // sets CurrentPacket to 1
|
||||
}
|
||||
}
|
||||
|
||||
// figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
|
||||
// we know that the total image size is greater then 1000 if we're here
|
||||
int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
|
||||
|
||||
//if (imagePacketSize > 0)
|
||||
// imagePacketSize = IMAGE_PACKET_SIZE;
|
||||
//if (imagePacketSize != 1000)
|
||||
// Console.WriteLine("ENdPacket");
|
||||
//Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
|
||||
|
||||
|
||||
byte[] imageData = new byte[imagePacketSize];
|
||||
try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
|
||||
catch (Exception e)
|
||||
{
|
||||
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
|
||||
imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
|
||||
System.Console.WriteLine(e.ToString());
|
||||
//m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
|
||||
//m_cancel = true;
|
||||
//m_sending = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Send next packet to the client
|
||||
client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
|
||||
++CurrentPacket;
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generic Priority Queue element
|
||||
/// Contains a Priority and a Reference type Data Element
|
||||
/// </summary>
|
||||
/// <typeparam name="D">Reference type data element</typeparam>
|
||||
struct Prio<D> : IComparable<Prio<D>> where D : class
|
||||
{
|
||||
public D data;
|
||||
private int priority;
|
||||
|
||||
public Prio(D data, int priority)
|
||||
{
|
||||
this.data = data;
|
||||
this.priority = priority;
|
||||
}
|
||||
|
||||
public int CompareTo(Prio<D> that)
|
||||
{
|
||||
return this.priority.CompareTo(that.priority);
|
||||
}
|
||||
|
||||
public bool Equals(Prio<D> that)
|
||||
{
|
||||
return this.priority == that.priority;
|
||||
}
|
||||
|
||||
public static Prio<D> operator +(Prio<D> tp, int delta)
|
||||
{
|
||||
return new Prio<D>(tp.data, tp.priority + delta);
|
||||
}
|
||||
|
||||
public static bool operator <(Prio<D> tp, int check)
|
||||
{
|
||||
return (tp.priority < check);
|
||||
}
|
||||
|
||||
public static bool operator >(Prio<D> tp, int check)
|
||||
{
|
||||
return (tp.priority > check);
|
||||
}
|
||||
|
||||
public static Prio<D> operator -(Prio<D> tp, int delta)
|
||||
{
|
||||
if (tp.priority - delta < 0)
|
||||
return new Prio<D>(tp.data, tp.priority - delta);
|
||||
else
|
||||
return new Prio<D>(tp.data, 0);
|
||||
}
|
||||
|
||||
public override String ToString()
|
||||
{
|
||||
return String.Format("{0}[{1}]", data, priority);
|
||||
}
|
||||
|
||||
internal Prio<D> SetPriority(int pPriority)
|
||||
{
|
||||
return new Prio<D>(this.data, pPriority);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user