Files
opensim/OpenSim.RegionServer/Assets/AssetCache.cs
MW 384293ac56 Worked on Asset server, asset downloads (from server to sim) now work.
Asset uploads (from sim to server) may or may not work, needs more testing, if they don't work then it should be just a encoding problem and not hard to fix.
2007-05-15 17:51:13 +00:00

575 lines
22 KiB
C#

/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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.Threading;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
namespace OpenSim.Assets
{
/// <summary>
/// Manages local cache of assets and their sending to viewers.
/// </summary>
public class AssetCache : IAssetReceiver
{
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
private IAssetServer _assetServer;
private Thread _assetCacheThread;
private LLUUID[] textureList = new LLUUID[5];
/// <summary>
///
/// </summary>
public AssetCache(IAssetServer assetServer)
{
Console.WriteLine("Creating Asset cache");
_assetServer = assetServer;
_assetServer.SetReceiver(this);
Assets = new Dictionary<libsecondlife.LLUUID, AssetInfo>();
Textures = new Dictionary<libsecondlife.LLUUID, TextureImage>();
this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
}
/// <summary>
///
/// </summary>
public void RunAssetManager()
{
while (true)
{
try
{
//Console.WriteLine("Asset cache loop");
this.ProcessAssetQueue();
this.ProcessTextureQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
}
public void LoadDefaultTextureSet()
{
//hack: so we can give each user a set of textures
textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001");
textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002");
textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003");
textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004");
textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005");
for (int i = 0; i < textureList.Length; i++)
{
this._assetServer.RequestAsset(textureList[i], true);
}
}
public AssetBase[] CreateNewInventorySet(LLUUID agentID)
{
AssetBase[] inventorySet = new AssetBase[this.textureList.Length];
for (int i = 0; i < textureList.Length; i++)
{
if (this.Textures.ContainsKey(textureList[i]))
{
inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]);
TextureImage image = new TextureImage(inventorySet[i]);
this.Textures.Add(image.FullID, image);
this._assetServer.UploadNewAsset(image); //save the asset to the asset server
}
}
return inventorySet;
}
public AssetBase GetAsset(LLUUID assetID)
{
AssetBase asset = null;
if(this.Textures.ContainsKey(assetID))
{
asset = this.Textures[assetID];
}
else if (this.Assets.ContainsKey(assetID))
{
asset = this.Assets[assetID];
}
return asset;
}
public void AddAsset(AssetBase asset)
{
if (asset.Type == 0)
{
if (!this.Textures.ContainsKey(asset.FullID))
{ //texture
TextureImage textur = new TextureImage(asset);
this.Textures.Add(textur.FullID, textur);
this._assetServer.UploadNewAsset(asset);
}
}
else
{
if (!this.Assets.ContainsKey(asset.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
this._assetServer.UploadNewAsset(asset);
}
}
}
/// <summary>
///
/// </summary>
private void ProcessTextureQueue()
{
if (this.TextureRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
if (this.TextureRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.TextureRequests.Count;
}
else
{
num = 5;
}
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)this.TextureRequests[i];
if (req.PacketCounter != req.NumPackets)
{
// if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
if (req.PacketCounter == 0)
{
//first time for this request so send imagedata packet
if (req.NumPackets == 1)
{
//only one packet so send whole file
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = 1;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = req.ImageInfo.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.l= time;
//System.Console.WriteLine("sent texture: "+req.image_info.FullID);
}
else
{
//more than one packet so split file up
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = (ushort)req.NumPackets;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent first packet of texture:
}
}
else
{
//send imagepacket
//more than one packet so split file up
ImagePacketPacket im = new ImagePacketPacket();
im.ImageID.Packet = (ushort)req.PacketCounter;
im.ImageID.ID = req.ImageInfo.FullID;
int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
}
}
}
//remove requests that have been completed
int count = 0;
for (int i = 0; i < num; i++)
{
if (this.TextureRequests.Count > count)
{
req = (AssetRequest)this.TextureRequests[count];
if (req.PacketCounter == req.NumPackets)
{
this.TextureRequests.Remove(req);
}
else
{
count++;
}
}
}
}
public void AssetReceived(AssetBase asset, bool IsTexture)
{
if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
{
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
{
TextureImage image = new TextureImage(asset);
this.Textures.Add(image.FullID, image);
if (this.RequestedTextures.ContainsKey(image.FullID))
{
AssetRequest req = this.RequestedTextures[image.FullID];
req.ImageInfo = image;
if (image.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.RequestedTextures.Remove(image.FullID);
this.TextureRequests.Add(req);
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
if (this.RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = this.RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
if (assetInf.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.RequestedAssets.Remove(assetInf.FullID);
this.AssetRequests.Add(req);
}
}
}
}
public void AssetNotFound(AssetBase asset)
{
//the asset server had no knowledge of requested asset
}
#region Assets
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(SimClient userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
//check to see if asset is in local cache, if not we need to request it from asset server.
if (!this.Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
if (!this.RequestedAssets.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
this.RequestedAssets.Add(requestID, request);
this._assetServer.RequestAsset(requestID, false);
}
return;
}
//it is in our cache
AssetInfo asset = this.Assets[requestID];
//work out how many packets it should be sent in
// and add to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetInf = asset;
if (asset.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.AssetRequests.Add(req);
}
/// <summary>
///
/// </summary>
private void ProcessAssetQueue()
{
if (this.AssetRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
if (this.AssetRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.AssetRequests.Count;
}
else
{
num = 5;
}
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)this.AssetRequests[i];
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
Transfer.TransferInfo.TransferID = req.TransferRequestID;
req.RequestUser.OutPacket(Transfer);
if (req.NumPackets == 1)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
TransferPacket.TransferData.Data = req.AssetInf.Data;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
else
{
//more than one packet so split file up , for now it can't be bigger than 2000 bytes
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk = new byte[1000];
Array.Copy(req.AssetInf.Data, chunk, 1000);
TransferPacket.TransferData.Data = chunk;
TransferPacket.TransferData.Status = 0;
req.RequestUser.OutPacket(TransferPacket);
TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 1;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
TransferPacket.TransferData.Data = chunk1;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
this.AssetRequests.RemoveAt(0);
}
}
public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
{
AssetInfo newAsset = new AssetInfo();
newAsset.Data = new byte[sourceAsset.Data.Length];
Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
newAsset.FullID = LLUUID.Random();
newAsset.Type = sourceAsset.Type;
newAsset.InvType = sourceAsset.InvType;
return (newAsset);
}
#endregion
#region Textures
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="imageID"></param>
public void AddTextureRequest(SimClient userInfo, LLUUID imageID)
{
//check to see if texture is in local cache, if not request from asset server
if (!this.Textures.ContainsKey(imageID))
{
if (!this.RequestedTextures.ContainsKey(imageID))
{
//not is cache so request from asset server
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = imageID;
request.IsTextureRequest = true;
this.RequestedTextures.Add(imageID, request);
this._assetServer.RequestAsset(imageID, true);
}
return;
}
TextureImage imag = this.Textures[imageID];
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = imageID;
req.IsTextureRequest = true;
req.ImageInfo = imag;
if (imag.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.TextureRequests.Add(req);
}
public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
{
TextureImage newImage = new TextureImage();
newImage.Data = new byte[source.Data.Length];
Array.Copy(source.Data, newImage.Data, source.Data.Length);
//newImage.filename = source.filename;
newImage.FullID = LLUUID.Random();
newImage.Name = source.Name;
return (newImage);
}
#endregion
}
public class AssetRequest
{
public SimClient RequestUser;
public LLUUID RequestAssetID;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public LLUUID TransferRequestID;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool IsTextureRequest;
//public bool AssetInCache;
//public int TimeRequested;
public AssetRequest()
{
}
}
public class AssetInfo : AssetBase
{
public AssetInfo()
{
}
public AssetInfo(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name = aBase.Name;
Description = aBase.Description;
}
}
public class TextureImage : AssetBase
{
public TextureImage()
{
}
public TextureImage(AssetBase aBase)
{
Data = aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name = aBase.Name;
Description = aBase.Description;
}
}
}