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Following feedback from 0003440, i've made some changes to the new texture pipeline to optimise performance. The changes are: - Fixed a math issue where a small percentage of images with a certain size (on the packet boundary) would not have their final data delivered. This issue has been present since pre- 0003440 - It was suggested that a discardlevel of -1 and a prioriy of 0 meant to abandon the transfer, this is incorrect and caused some textures to clog. - The texture throttle blocking queue is now only filled in relation to the actual throttle amount.. i.e, on a connection throttled to 300k, only twenty packets will be placed in the queue at a time, on a larger connection it will be much more. This is to balance responsiveness to requests and speed, and to minimise wasted packets. - The engine now keeps track of the number of pending textures, and the stack will not be walked if there's no textures pending, saving CPU. Textures are only considered "pending" when they've already been decoded. - As part of the above, some textures may receive twice as much data per cycle if the number of pending textures is below the cycle threshold, this should prevent loading from slowing down when there are fewer textures in the queue.
330 lines
14 KiB
C#
330 lines
14 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 OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using log4net;
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using System.Reflection;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLImageManager
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{
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//Public interfaces:
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//Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
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//void EnqueueReq - (TextureRequestArgs)
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//ProcessImageQueue
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//Close
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool m_shuttingdown = false;
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private long m_lastloopprocessed = 0;
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private LLClientView m_client; //Client we're assigned to
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private IAssetCache m_assetCache; //Asset Cache
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private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
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private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
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private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
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private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
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private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
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private const double doubleMinimum = .0000001;
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public int m_outstandingtextures = 0;
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//Constructor
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public LLImageManager(LLClientView client, IAssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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{
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m_imagestore = new Dictionary<UUID,J2KImage>();
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m_priorities = new SortedList<double,UUID>();
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m_priorityresolver = new Dictionary<int, int>();
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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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m_missingsubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
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else
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m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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public void EnqueueReq(TextureRequestArgs newRequest)
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{
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//newRequest is the properties of our new texture fetch request.
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//Basically, here is where we queue up "new" requests..
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// .. or modify existing requests to suit.
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//Make sure we're not shutting down..
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if (!m_shuttingdown)
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{
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//Do we already know about this UUID?
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if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
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{
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//Check the packet sequence to make sure this isn't older than
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//one we've already received
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J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
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if (newRequest.requestSequence > imgrequest.m_lastSequence)
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{
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imgrequest.m_lastSequence = newRequest.requestSequence;
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//First of all, is this being killed?
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//if (newRequest.Priority == 0.0f && newRequest.DiscardLevel == -1)
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//{
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//Do nothing (leaving the if for future use)
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//}
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//else
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//{
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//Check the priority
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double priority = imgrequest.m_requestedPriority;
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if (priority != newRequest.Priority)
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{
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//Remove the old priority
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m_priorities.Remove(imgrequest.m_designatedPriorityKey);
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//Assign a new unique priority
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imgrequest.m_requestedPriority = newRequest.Priority;
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imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
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}
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//Update the requested discard level
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imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
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//Update the requested packet number
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imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
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//Check if this will create an outstanding texture request
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bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel;
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//Run an update
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imgrequest.RunUpdate();
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if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
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{
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m_outstandingtextures++;
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}
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//}
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}
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}
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else
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{
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J2KImage imgrequest = new J2KImage(this);
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//Assign our missing substitute
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imgrequest.m_MissingSubstitute = m_missingsubstitute;
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//Assign our decoder module
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imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
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//Assign our asset cache module
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imgrequest.m_assetCache = m_assetCache;
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//Assign a priority based on our request
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imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
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//Assign the requested discard level
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imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
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//Assign the requested packet number
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imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
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//Assign the requested priority
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imgrequest.m_requestedPriority = newRequest.Priority;
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//Assign the asset uuid
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imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
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m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
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//Run an update
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imgrequest.RunUpdate();
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}
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}
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}
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private double AssignPriority(UUID pAssetID, double pPriority)
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{
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//First, find out if we can just assign directly
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if (m_priorityresolver.ContainsKey((int)pPriority) == false)
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{
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m_priorities.Add((double)((int)pPriority), pAssetID);
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m_priorityresolver.Add((int)pPriority, 0);
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return (double)((int)pPriority);
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}
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else
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{
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//Use the hash lookup goodness of a secondary dictionary to find a free slot
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double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
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m_priorities[mFreePriority] = pAssetID;
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m_priorityresolver[(int)pPriority]++;
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return mFreePriority;
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}
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}
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public void ProcessImageQueue(int count)
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{
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//Count is the number of textures we want to process in one go.
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//As part of this class re-write, that number will probably rise
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//since we're processing in a more efficient manner.
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int numCollected = 0;
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//Calculate our threshold
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int threshold;
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if (m_lastloopprocessed == 0)
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{
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//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
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threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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else
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{
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double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
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throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
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//Average of 1000 bytes per packet
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throttleseconds = throttleseconds / 1000;
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//Safe-zone multiplier of 2.0
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threshold = (int)(throttleseconds * 2.0);
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m_lastloopprocessed = DateTime.Now.Ticks;
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}
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if (threshold < 10)
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{
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threshold = 10;
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}
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if (m_client.PacketHandler == null)
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return;
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if (m_client.PacketHandler.PacketQueue == null)
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return;
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//First of all make sure our packet queue isn't above our threshold
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//Uncomment this to see what the texture stack is doing
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0)
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{
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bool justreset = false;
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for (int x = m_priorities.Count - 1; x > -1; x--)
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{
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J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
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if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
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{
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numCollected++;
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//SendPackets will send up to ten packets per cycle
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if (imagereq.SendPackets(m_client))
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{
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//Send complete
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if (!imagereq.m_completedSendAtCurrentDiscardLevel)
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{
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imagereq.m_completedSendAtCurrentDiscardLevel = true;
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m_outstandingtextures--;
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//Re-assign priority to bottom
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//Remove the old priority
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m_priorities.Remove(imagereq.m_designatedPriorityKey);
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int lowest;
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if (m_priorities.Count > 0)
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{
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lowest = (int)m_priorities.Keys[0];
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lowest--;
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}
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else
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{
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lowest = -10000;
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}
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m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
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imagereq.m_designatedPriorityKey = (double)lowest;
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if (m_priorityresolver.ContainsKey((int)lowest))
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{
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m_priorityresolver[(int)lowest]++;
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}
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else
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{
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m_priorityresolver.Add((int)lowest, 0);
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}
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}
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}
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if (numCollected == count)
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{
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break;
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}
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}
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if (numCollected == count || m_outstandingtextures == 0)
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break;
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if (numCollected % m_outstandingtextures == 0 && !justreset)
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{
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//We've gotten as much as we can from the stack,
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//reset to the top so that we can send MOAR DATA (nomnomnom)!
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x = m_priorities.Count - 1;
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justreset = true; //prevents us from getting stuck in a loop
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}
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}
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}
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}
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//Faux destructor
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public void Close()
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{
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m_shuttingdown = true;
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m_j2kDecodeModule = null;
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m_assetCache = null;
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m_client = null;
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}
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}
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}
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