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* Cruft removal step #1. Cleaning Modules directory.
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@@ -32,8 +32,6 @@ using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Limit;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Modules.Agent.TextureDownload;
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using OpenSim.Region.Environment.Modules.Agent.TextureSender;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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@@ -45,7 +43,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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/// </summary>
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public class UserTextureDownloadService
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{
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private static readonly ILog m_log
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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@@ -56,35 +54,34 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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/// sophisticated way.
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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 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 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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private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
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private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
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= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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private readonly IClientAPI m_client;
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private readonly Scene m_scene;
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/// <summary>
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/// Texture Senders are placed in this queue once they have received their texture from the asset
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/// cache. Another module actually invokes the send.
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/// </summary>
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private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
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private readonly Scene m_scene;
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private readonly IClientAPI m_client;
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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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private readonly Dictionary<LLUUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<LLUUID, TextureSender.TextureSender>();
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/// <summary>
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/// We're going to limit 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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public UserTextureDownloadService(
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IClientAPI client, Scene scene, BlockingQueue<ITextureSender> sharedQueue)
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@@ -112,19 +109,19 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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{
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// If we've received new non UUID information for this request and it hasn't dispatched
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// yet, then update the request accordingly.
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textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
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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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{
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if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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{
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// m_log.DebugFormat(
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// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
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// e.RequestedAssetID, m_client.AgentId);
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return;
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}
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else if (!missingTextureLimitStrategy.AllowRequest(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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@@ -135,17 +132,17 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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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 {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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m_scene.AddPendingDownloads(1);
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TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
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TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
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m_textureSenders.Add(e.RequestedAssetID, requestHandler);
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m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
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m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
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}
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}
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}
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@@ -170,7 +167,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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public void TextureCallback(LLUUID textureID, AssetBase texture)
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{
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//m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
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lock (m_textureSenders)
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{
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TextureSender.TextureSender textureSender;
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@@ -181,18 +178,18 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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// this on to the TextureSender it will blow up, so just discard for now.
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// Needs investigation.
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if (texture == null || texture.Data == null)
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{
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{
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if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
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{
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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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"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
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textureID, m_client.AgentId);
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}
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ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
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EnqueueTextureSender(textureNotFoundSender);
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EnqueueTextureSender(textureNotFoundSender);
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}
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else
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{
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@@ -200,13 +197,13 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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{
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textureSender.TextureReceived(texture);
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EnqueueTextureSender(textureSender);
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foundTextureLimitStrategy.MonitorRequests(textureID);
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}
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}
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//m_log.InfoFormat("[TEXTURE SENDER] Removing texture sender with uuid {0}", textureID);
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m_textureSenders.Remove(textureID);
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m_textureSenders.Remove(textureID);
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//m_log.InfoFormat("[TEXTURE SENDER] Current texture senders in dictionary: {0}", m_textureSenders.Count);
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}
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else
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@@ -240,7 +237,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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{
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lock (m_textureSenders)
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{
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foreach( TextureSender.TextureSender textureSender in m_textureSenders.Values )
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foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
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{
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textureSender.Cancel = true;
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}
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