Reverting the deletion of files related to texture sending until we figure out exactly what is and isn't needed

This commit is contained in:
John Hurliman
2009-10-20 11:58:23 -07:00
parent 8151190a45
commit edd393ff30
6 changed files with 926 additions and 0 deletions

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using BlockingQueue = OpenSim.Framework.BlockingQueue<OpenSim.Region.Framework.Interfaces.ITextureSender>;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Agent.TextureDownload
{
public class TextureDownloadModule : IRegionModule
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// There is one queue for all textures waiting to be sent, regardless of the requesting user.
/// </summary>
private readonly BlockingQueue m_queueSenders
= new BlockingQueue();
/// <summary>
/// Each user has their own texture download service.
/// </summary>
private readonly Dictionary<UUID, UserTextureDownloadService> m_userTextureServices =
new Dictionary<UUID, UserTextureDownloadService>();
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
public TextureDownloadModule()
{
}
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource config)
{
if (m_scene == null)
{
//m_log.Debug("Creating Texture download module");
m_scene = scene;
//m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
//m_thread.Name = "ProcessTextureSenderThread";
//m_thread.IsBackground = true;
//m_thread.Start();
//ThreadTracker.Add(m_thread);
}
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "TextureDownloadModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
/// <summary>
/// Cleanup the texture service related objects for the removed presence.
/// </summary>
/// <param name="agentId"> </param>
private void EventManager_OnRemovePresence(UUID agentId)
{
UserTextureDownloadService textureService;
lock (m_userTextureServices)
{
if (m_userTextureServices.TryGetValue(agentId, out textureService))
{
textureService.Close();
//m_log.DebugFormat("[TEXTURE MODULE]: Removing UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
m_userTextureServices.Remove(agentId);
}
}
}
public void NewClient(IClientAPI client)
{
UserTextureDownloadService textureService;
lock (m_userTextureServices)
{
if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
{
textureService.Close();
//m_log.DebugFormat("[TEXTURE MODULE]: Removing outdated UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
m_userTextureServices.Remove(client.AgentId);
}
m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
}
client.OnRequestTexture += TextureRequest;
}
/// I'm commenting this out, and replacing it with the implementation below, which
/// may return a null value. This is necessary for avoiding race conditions
/// recreating UserTextureServices for clients that have just been closed.
/// That behavior of always returning a UserTextureServices was causing the
/// A-B-A problem (mantis #2855).
///
///// <summary>
///// Does this user have a registered texture download service?
///// </summary>
///// <param name="userID"></param>
///// <param name="textureService"></param>
///// <returns>Always returns true, since a service is created if one does not already exist</returns>
//private bool TryGetUserTextureService(
// IClientAPI client, out UserTextureDownloadService textureService)
//{
// lock (m_userTextureServices)
// {
// if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
// {
// //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
// return true;
// }
// m_log.DebugFormat("[TEXTURE MODULE]: Creating new UserTextureServices in ", m_scene.RegionInfo.RegionName);
// textureService = new UserTextureDownloadService(client, m_scene, m_queueSenders);
// m_userTextureServices.Add(client.AgentId, textureService);
// return true;
// }
//}
/// <summary>
/// Does this user have a registered texture download service?
/// </summary>
/// <param name="userID"></param>
/// <param name="textureService"></param>
/// <returns>A UserTextureDownloadService or null in the output parameter, and true or false accordingly.</returns>
private bool TryGetUserTextureService(IClientAPI client, out UserTextureDownloadService textureService)
{
lock (m_userTextureServices)
{
if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
{
//m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
return true;
}
textureService = null;
return false;
}
}
/// <summary>
/// Start the process of requesting a given texture.
/// </summary>
/// <param name="sender"> </param>
/// <param name="e"></param>
public void TextureRequest(Object sender, TextureRequestArgs e)
{
IClientAPI client = (IClientAPI)sender;
if (e.Priority == 1016001f) // Preview
{
if (client.Scene is Scene)
{
Scene scene = (Scene)client.Scene;
CachedUserInfo profile = scene.CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
if (profile == null) // Deny unknown user
return;
IInventoryService invService = scene.InventoryService;
if (invService.GetRootFolder(client.AgentId) == null) // Deny no inventory
return;
// Diva 2009-08-13: this test doesn't make any sense to many devs
//if (profile.UserProfile.GodLevel < 200 && profile.RootFolder.FindAsset(e.RequestedAssetID) == null) // Deny if not owned
//{
// m_log.WarnFormat("[TEXTURE]: user {0} doesn't have permissions to texture {1}");
// return;
//}
m_log.Debug("Texture preview");
}
}
UserTextureDownloadService textureService;
if (TryGetUserTextureService(client, out textureService))
{
textureService.HandleTextureRequest(e);
}
}
/// <summary>
/// Entry point for the thread dedicated to processing the texture queue.
/// </summary>
public void ProcessTextureSenders()
{
ITextureSender sender = null;
try
{
while (true)
{
sender = m_queueSenders.Dequeue();
if (sender.Cancel)
{
TextureSent(sender);
sender.Cancel = false;
}
else
{
bool finished = sender.SendTexturePacket();
if (finished)
{
TextureSent(sender);
}
else
{
m_queueSenders.Enqueue(sender);
}
}
// Make sure that any sender we currently have can get garbage collected
sender = null;
//m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
}
}
catch (Exception e)
{
// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
m_log.ErrorFormat(
"[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
e);
}
}
/// <summary>
/// Called when the texture has finished sending.
/// </summary>
/// <param name="sender"></param>
private void TextureSent(ITextureSender sender)
{
sender.Sending = false;
//m_log.DebugFormat("[TEXTURE]: Removing download stat for {0}", sender.assetID);
m_scene.StatsReporter.AddPendingDownloads(-1);
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.Agent.TextureDownload
{
/// <summary>
/// Sends a 'texture not found' packet back to the client
/// </summary>
public class TextureNotFoundSender : ITextureSender
{
// private static readonly log4net.ILog m_log
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
// private IClientAPI m_client;
// private UUID m_textureId;
public TextureNotFoundSender(IClientAPI client, UUID textureID)
{
//m_client = client;
//m_textureId = textureID;
}
#region ITextureSender Members
public bool Sending
{
get { return false; }
set { }
}
public bool Cancel
{
get { return false; }
set { }
}
// See ITextureSender
public void UpdateRequest(int discardLevel, uint packetNumber)
{
// No need to implement since priority changes don't affect this operation
}
// See ITextureSender
public bool SendTexturePacket()
{
// m_log.DebugFormat(
// "[TEXTURE NOT FOUND SENDER]: Informing the client that texture {0} cannot be found",
// m_textureId);
// XXX Temporarily disabling as this appears to be causing client crashes on at least
// 1.19.0(5) of the Linden Second Life client.
// m_client.SendImageNotFound(m_textureId);
return true;
}
#endregion
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Limit;
using OpenSim.Framework.Statistics;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.Agent.TextureDownload
{
/// <summary>
/// This module sets up texture senders in response to client texture requests, and places them on a
/// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
/// asset cache).
/// </summary>
public class UserTextureDownloadService
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// True if the service has been closed, probably because a user with texture requests still queued
/// logged out.
/// </summary>
private bool closed;
/// <summary>
/// We will allow the client to request the same texture n times before dropping further requests
///
/// This number includes repeated requests for the same texture at different resolutions (which we don't
/// currently handle properly as far as I know). However, this situation should be handled in a more
/// sophisticated way.
/// </summary>
// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
/// <summary>
/// XXX Also going to limit requests for found textures.
/// </summary>
// private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
// private readonly IClientAPI m_client;
private readonly Scene m_scene;
/// <summary>
/// Texture Senders are placed in this queue once they have received their texture from the asset
/// cache. Another module actually invokes the send.
/// </summary>
// private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
/// <summary>
/// Holds texture senders before they have received the appropriate texture from the asset cache.
/// </summary>
private readonly Dictionary<UUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<UUID, TextureSender.TextureSender>();
/// <summary>
/// We're going to limit requests for the same missing texture.
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
// private readonly IRequestLimitStrategy<UUID> missingTextureLimitStrategy
// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
public UserTextureDownloadService(
IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue<ITextureSender> sharedQueue)
{
// m_client = client;
m_scene = scene;
// m_sharedSendersQueue = sharedQueue;
}
/// <summary>
/// Handle a texture request. This involves creating a texture sender and placing it on the
/// previously passed in shared queue.
/// </summary>
/// <param name="e"></param>
public void HandleTextureRequest(TextureRequestArgs e)
{
//TextureSender.TextureSender textureSender;
//TODO: should be working out the data size/ number of packets to be sent for each discard level
//if ((e.DiscardLevel >= 0) || (e.Priority != 0))
//{
//lock (m_textureSenders)
//{
//if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
//{
// If we've received new non UUID information for this request and it hasn't dispatched
// yet, then update the request accordingly.
// textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
//}
//else
//{
// m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
//if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
//{
// m_log.DebugFormat(
// "[TEXTURE]: Refusing request for {0} from client {1}",
// e.RequestedAssetID, m_client.AgentId);
//return;
//}
//else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
//{
// if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
// {
// if (StatsManager.SimExtraStats != null)
// StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
// Commenting out this message for now as it causes too much noise with other
// debug messages.
// m_log.DebugFormat(
// "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
// }
// return;
//}
m_scene.StatsReporter.AddPendingDownloads(1);
//TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
//m_textureSenders.Add(e.RequestedAssetID, null);
m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
}
protected void TextureReceived(string id, Object sender, AssetBase asset)
{
if (asset != null)
TextureCallback(asset.FullID, asset);
}
/// <summary>
/// The callback for the asset cache when a texture has been retrieved. This method queues the
/// texture sender for processing.
/// </summary>
/// <param name="textureID"></param>
/// <param name="texture"></param>
public void TextureCallback(UUID textureID, AssetBase texture)
{
//m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
// There may still be texture requests pending for a logged out client
if (closed)
return;
/*
lock (m_textureSenders)
{
TextureSender.TextureSender textureSender;
if (m_textureSenders.TryGetValue(textureID, out textureSender))
{
// XXX It may be perfectly valid for a texture to have no data... but if we pass
// this on to the TextureSender it will blow up, so just discard for now.
// Needs investigation.
if (texture == null || texture.Data == null)
{
if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
{
missingTextureLimitStrategy.MonitorRequests(textureID);
// m_log.DebugFormat(
// "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
// textureID, m_client.AgentId);
}
ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
EnqueueTextureSender(textureNotFoundSender);
}
else
{
if (!textureSender.ImageLoaded)
{
textureSender.TextureReceived(texture);
EnqueueTextureSender(textureSender);
foundTextureLimitStrategy.MonitorRequests(textureID);
}
}
//m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
m_textureSenders.Remove(textureID);
//m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
}
else
{
m_log.WarnFormat(
"[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
textureID);
}
}
*/
}
/// <summary>
/// Place a ready texture sender on the processing queue.
/// </summary>
/// <param name="textureSender"></param>
// private void EnqueueTextureSender(ITextureSender textureSender)
// {
// textureSender.Cancel = false;
// textureSender.Sending = true;
//
// if (!m_sharedSendersQueue.Contains(textureSender))
// {
// m_sharedSendersQueue.Enqueue(textureSender);
// }
// }
/// <summary>
/// Close this module.
/// </summary>
internal void Close()
{
closed = true;
lock (m_textureSenders)
{
foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
{
textureSender.Cancel = true;
}
m_textureSenders.Clear();
}
// XXX: It might be possible to also remove pending texture requests from the asset cache queues,
// though this might also be more trouble than it's worth.
}
}
}