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* Revamps the server side texture pipeline * Textures should load faster, get clogged less, and be less blurry * Minor tweak to ensure the outgoing texture throttle stays private. * Fixes mantis 3440
583 lines
22 KiB
C#
583 lines
22 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 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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//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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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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//Remove the old priority
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m_priorities.Remove(imgrequest.m_designatedPriorityKey);
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m_imagestore.Remove(imgrequest.m_requestedUUID);
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imgrequest = null;
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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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//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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else
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{
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J2KImage imgrequest = new J2KImage();
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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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//First of all make sure our packet queue isn't above our threshold
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if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < 200)
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{
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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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//m_log.Debug("Processing packet with priority of " + imagereq.m_designatedPriorityKey.ToString());
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if (imagereq.SendPackets(m_client))
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{
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//Send complete
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imagereq.m_completedSendAtCurrentDiscardLevel = true;
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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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//m_log.Debug("...now has priority of " + imagereq.m_designatedPriorityKey.ToString());
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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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}
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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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*
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* J2KImage
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*
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* We use this class to store image data and associated request data and attributes
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*
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*
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*
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*/
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public class J2KImage
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public double m_designatedPriorityKey;
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public double m_requestedPriority = 0.0d;
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public uint m_lastSequence = 0;
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public uint m_requestedPacketNumber;
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public sbyte m_requestedDiscardLevel;
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public UUID m_requestedUUID;
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public IJ2KDecoder m_j2kDecodeModule;
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public IAssetCache m_assetCache;
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public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
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public AssetBase m_MissingSubstitute = null;
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public bool m_decoded = false;
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public bool m_completedSendAtCurrentDiscardLevel;
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private sbyte m_discardLevel=-1;
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private uint m_packetNumber;
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private bool m_decoderequested = false;
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private bool m_hasasset = false;
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private bool m_asset_requested = false;
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private bool m_sentinfo = false;
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private uint m_stopPacket = 0;
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private const int cImagePacketSize = 1000;
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private const int cFirstPacketSize = 600;
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private AssetBase m_asset = null;
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public uint m_pPacketNumber
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{
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get { return m_packetNumber; }
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}
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public uint m_pStopPacketNumber
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{
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get { return m_stopPacket; }
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}
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public byte[] Data
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{
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get { return m_asset.Data; }
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}
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public ushort TexturePacketCount()
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{
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if (!m_decoded)
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return 0;
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return (ushort)(((m_asset.Data.Length - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1);
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}
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public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
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{
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Layers = layers;
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m_decoded = true;
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RunUpdate();
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}
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public void AssetDataCallback(UUID AssetID, AssetBase asset)
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{
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m_hasasset = true;
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if (asset == null || asset.Data == null)
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{
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m_asset = m_MissingSubstitute;
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}
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else
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{
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m_asset = asset;
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}
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RunUpdate();
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}
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private int GetPacketForBytePosition(int bytePosition)
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{
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return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1;
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}
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public int LastPacketSize()
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{
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if (m_packetNumber == 1)
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return m_asset.Data.Length;
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return (m_asset.Data.Length - cFirstPacketSize) % cImagePacketSize;
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}
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public int CurrentBytePosition()
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{
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if (m_packetNumber == 0)
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return 0;
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if (m_packetNumber == 1)
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return cFirstPacketSize;
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int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize;
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if (result < 0)
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{
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result = cFirstPacketSize;
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}
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return result;
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}
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public bool SendFirstPacket(LLClientView client)
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{
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// Do we have less then 1 packet's worth of data?
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if (m_asset.Data.Length <= cFirstPacketSize)
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{
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// Send only 1 packet
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client.SendImageFirstPart(1, m_requestedUUID, (uint)m_asset.Data.Length, m_asset.Data, 2);
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m_stopPacket = 0;
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return true;
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}
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else
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{
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byte[] firstImageData = new byte[cFirstPacketSize];
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try
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{
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Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize);
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client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_asset.Data.Length, firstImageData, 2);
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}
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catch (Exception)
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{
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m_log.Error("Texture block copy failed. Possibly out of memory?");
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return true;
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}
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}
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return false;
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}
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private bool SendPacket(LLClientView client)
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{
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bool complete = false;
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int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize;
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if ((CurrentBytePosition() + cImagePacketSize) > m_asset.Data.Length)
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{
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imagePacketSize = LastPacketSize();
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complete=true;
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if ((CurrentBytePosition() + imagePacketSize) > m_asset.Data.Length)
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{
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imagePacketSize = m_asset.Data.Length - CurrentBytePosition();
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complete = true;
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}
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}
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//It's concievable that the client might request packet one
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//from a one packet image, which is really packet 0,
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//which would leave us with a negative imagePacketSize..
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if (imagePacketSize > 0)
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{
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byte[] imageData = new byte[imagePacketSize];
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try
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{
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Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
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}
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catch (Exception e)
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{
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m_log.Error("Error copying texture block. Out of memory? imagePacketSize was " + imagePacketSize.ToString() + " on packet " + m_packetNumber.ToString() + " out of " + m_stopPacket.ToString() + ". Exception: " + e.ToString());
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return false;
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}
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//Send the packet
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client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData);
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}
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if (complete)
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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public bool SendPackets(LLClientView client)
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{
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if (!m_completedSendAtCurrentDiscardLevel)
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{
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if (m_packetNumber <= m_stopPacket)
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{
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bool SendMore = true;
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if (!m_sentinfo || (m_packetNumber == 0))
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{
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if (SendFirstPacket(client))
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{
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SendMore = false;
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}
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m_sentinfo = true;
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m_packetNumber++;
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}
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if (m_packetNumber < 2)
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{
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m_packetNumber = 2;
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}
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int count=0;
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while (SendMore && count < 5 && m_packetNumber <= m_stopPacket)
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{
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count++;
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SendMore = SendPacket(client);
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m_packetNumber++;
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}
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if (m_packetNumber > m_stopPacket)
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{
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return true;
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}
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}
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}
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return false;
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}
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public void RunUpdate()
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{
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//This is where we decide what we need to update
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//and assign the real discardLevel and packetNumber
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//assuming of course that the connected client might be bonkers
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if (!m_hasasset)
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{
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if (!m_asset_requested)
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{
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m_asset_requested = true;
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m_assetCache.GetAsset(m_requestedUUID, AssetDataCallback, true);
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}
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}
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else
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{
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if (!m_decoded)
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{
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//We need to decode the requested image first
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if (!m_decoderequested)
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{
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//Request decode
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m_decoderequested = true;
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// Do we have a jpeg decoder?
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if (m_j2kDecodeModule != null)
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{
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// Send it off to the jpeg decoder
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m_j2kDecodeModule.decode(m_requestedUUID, Data, J2KDecodedCallback);
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}
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else
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{
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J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
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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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//discardLevel of -1 means just update the priority
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if (m_requestedDiscardLevel != -1)
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{
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//Evaluate the discard level
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//First, is it positive?
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if (m_requestedDiscardLevel >= 0)
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{
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if (m_requestedDiscardLevel > Layers.Length - 1)
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{
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m_discardLevel = (sbyte)(Layers.Length - 1);
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}
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else
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{
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m_discardLevel = m_requestedDiscardLevel;
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}
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//Calculate the m_stopPacket
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if (Layers.Length > 0)
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{
|
|
m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - m_discardLevel].End);
|
|
}
|
|
else
|
|
{
|
|
m_stopPacket = TexturePacketCount();
|
|
}
|
|
//Don't reset packet number unless we're waiting or it's ahead of us
|
|
if (m_completedSendAtCurrentDiscardLevel || m_requestedPacketNumber>m_packetNumber)
|
|
{
|
|
m_packetNumber = m_requestedPacketNumber;
|
|
}
|
|
|
|
if (m_packetNumber <= m_stopPacket)
|
|
{
|
|
m_completedSendAtCurrentDiscardLevel = false;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|