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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
296 lines
11 KiB
C#
296 lines
11 KiB
C#
/*
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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 System.Threading;
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using OpenMetaverse;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Framework.Communications.Cache;
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using BlockingQueue = OpenSim.Framework.BlockingQueue<OpenSim.Region.Framework.Interfaces.ITextureSender>;
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namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
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{
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public class TextureDownloadModule : IRegionModule
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{
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private static readonly log4net.ILog m_log
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= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// There is one queue for all textures waiting to be sent, regardless of the requesting user.
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/// </summary>
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private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_queueSenders
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= new OpenSim.Framework.BlockingQueue<ITextureSender>();
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/// <summary>
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/// Each user has their own texture download service.
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/// </summary>
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private readonly Dictionary<UUID, UserTextureDownloadService> m_userTextureServices =
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new Dictionary<UUID, UserTextureDownloadService>();
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private Scene m_scene;
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private List<Scene> m_scenes = new List<Scene>();
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private Thread m_thread;
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public TextureDownloadModule()
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{
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}
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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{
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if (m_scene == null)
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{
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//Console.WriteLine("Creating Texture download module");
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m_scene = scene;
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m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
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m_thread.Name = "ProcessTextureSenderThread";
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m_thread.IsBackground = true;
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m_thread.Start();
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ThreadTracker.Add(m_thread);
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}
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if (!m_scenes.Contains(scene))
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{
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m_scenes.Add(scene);
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m_scene = scene;
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m_scene.EventManager.OnNewClient += NewClient;
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m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "TextureDownloadModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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/// <summary>
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/// Cleanup the texture service related objects for the removed presence.
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/// </summary>
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/// <param name="agentId"> </param>
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private void EventManager_OnRemovePresence(UUID agentId)
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{
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UserTextureDownloadService textureService;
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(agentId, out textureService))
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{
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textureService.Close();
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//m_log.DebugFormat("[TEXTURE MODULE]: Removing UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
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m_userTextureServices.Remove(agentId);
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}
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}
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}
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public void NewClient(IClientAPI client)
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{
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UserTextureDownloadService textureService;
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
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{
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textureService.Close();
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//m_log.DebugFormat("[TEXTURE MODULE]: Removing outdated UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
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m_userTextureServices.Remove(client.AgentId);
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}
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m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
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}
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client.OnRequestTexture += TextureRequest;
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}
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/// I'm commenting this out, and replacing it with the implementation below, which
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/// may return a null value. This is necessary for avoiding race conditions
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/// recreating UserTextureServices for clients that have just been closed.
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/// That behavior of always returning a UserTextureServices was causing the
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/// A-B-A problem (mantis #2855).
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///
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///// <summary>
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///// Does this user have a registered texture download service?
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///// </summary>
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///// <param name="userID"></param>
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///// <param name="textureService"></param>
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///// <returns>Always returns true, since a service is created if one does not already exist</returns>
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//private bool TryGetUserTextureService(
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// IClientAPI client, out UserTextureDownloadService textureService)
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//{
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// lock (m_userTextureServices)
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// {
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// if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
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// {
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// //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
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// return true;
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// }
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// m_log.DebugFormat("[TEXTURE MODULE]: Creating new UserTextureServices in ", m_scene.RegionInfo.RegionName);
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// textureService = new UserTextureDownloadService(client, m_scene, m_queueSenders);
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// m_userTextureServices.Add(client.AgentId, textureService);
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// return true;
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// }
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//}
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/// <summary>
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/// Does this user have a registered texture download service?
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="textureService"></param>
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/// <returns>A UserTextureDownloadService or null in the output parameter, and true or false accordingly.</returns>
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private bool TryGetUserTextureService(IClientAPI client, out UserTextureDownloadService textureService)
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{
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lock (m_userTextureServices)
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{
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if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
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{
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//m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
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return true;
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}
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textureService = null;
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return false;
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}
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}
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/// <summary>
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/// Start the process of requesting a given texture.
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/// </summary>
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/// <param name="sender"> </param>
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/// <param name="e"></param>
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public void TextureRequest(Object sender, TextureRequestArgs e)
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{
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IClientAPI client = (IClientAPI)sender;
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if (e.Priority == 1016001f) // Preview
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{
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if (client.Scene is Scene)
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{
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Scene scene = (Scene)client.Scene;
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CachedUserInfo profile = scene.CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
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if (profile == null) // Deny unknown user
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return;
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if (profile.RootFolder == null) // Deny no inventory
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return;
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if (profile.UserProfile.GodLevel < 200 && profile.RootFolder.FindAsset(e.RequestedAssetID) == null) // Deny if not owned
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return;
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m_log.Debug("Texture preview");
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}
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}
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UserTextureDownloadService textureService;
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if (TryGetUserTextureService(client, out textureService))
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{
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textureService.HandleTextureRequest(e);
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}
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}
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/// <summary>
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/// Entry point for the thread dedicated to processing the texture queue.
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/// </summary>
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public void ProcessTextureSenders()
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{
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ITextureSender sender = null;
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try
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{
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while (true)
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{
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sender = m_queueSenders.Dequeue();
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if (sender.Cancel)
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{
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TextureSent(sender);
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sender.Cancel = false;
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}
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else
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{
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bool finished = sender.SendTexturePacket();
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if (finished)
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{
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TextureSent(sender);
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}
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else
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{
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m_queueSenders.Enqueue(sender);
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}
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}
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// Make sure that any sender we currently have can get garbage collected
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sender = null;
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//m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
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}
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}
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catch (Exception e)
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{
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// TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
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m_log.ErrorFormat(
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"[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
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e);
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}
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}
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/// <summary>
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/// Called when the texture has finished sending.
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/// </summary>
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/// <param name="sender"></param>
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private void TextureSent(ITextureSender sender)
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{
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sender.Sending = false;
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//m_log.DebugFormat("[TEXTURE]: Removing download stat for {0}", sender.assetID);
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m_scene.AddPendingDownloads(-1);
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}
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}
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}
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