mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 17:32:42 +08:00
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:
@@ -0,0 +1,265 @@
|
||||
/*
|
||||
* 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.
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user