Files
opensim/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
Teravus Ovares 515bf6d7dc * Patch from RemedyTomm Mantis 3440
* 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
2009-04-10 08:30:21 +00:00

583 lines
22 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using log4net;
using System.Reflection;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class LLImageManager
{
//Public interfaces:
//Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
//void EnqueueReq - (TextureRequestArgs)
//ProcessImageQueue
//Close
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_shuttingdown = false;
private LLClientView m_client; //Client we're assigned to
private IAssetCache m_assetCache; //Asset Cache
private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
private const double doubleMinimum = .0000001;
//Constructor
public LLImageManager(LLClientView client, IAssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
{
m_imagestore = new Dictionary<UUID,J2KImage>();
m_priorities = new SortedList<double,UUID>();
m_priorityresolver = new Dictionary<int, int>();
m_client = client;
m_assetCache = pAssetCache;
if (pAssetCache != null)
m_missingsubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
m_j2kDecodeModule = pJ2kDecodeModule;
}
public void EnqueueReq(TextureRequestArgs newRequest)
{
//newRequest is the properties of our new texture fetch request.
//Basically, here is where we queue up "new" requests..
// .. or modify existing requests to suit.
//Make sure we're not shutting down..
if (!m_shuttingdown)
{
//Do we already know about this UUID?
if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
{
//Check the packet sequence to make sure this isn't older than
//one we've already received
J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
//if (newRequest.requestSequence > imgrequest.m_lastSequence)
//{
imgrequest.m_lastSequence = newRequest.requestSequence;
//First of all, is this being killed?
if (newRequest.Priority == 0.0f && newRequest.DiscardLevel == -1)
{
//Remove the old priority
m_priorities.Remove(imgrequest.m_designatedPriorityKey);
m_imagestore.Remove(imgrequest.m_requestedUUID);
imgrequest = null;
}
else
{
//Check the priority
double priority = imgrequest.m_requestedPriority;
if (priority != newRequest.Priority)
{
//Remove the old priority
m_priorities.Remove(imgrequest.m_designatedPriorityKey);
//Assign a new unique priority
imgrequest.m_requestedPriority = newRequest.Priority;
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
}
//Update the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
//Update the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
//Run an update
imgrequest.RunUpdate();
}
//}
}
else
{
J2KImage imgrequest = new J2KImage();
//Assign our missing substitute
imgrequest.m_MissingSubstitute = m_missingsubstitute;
//Assign our decoder module
imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
//Assign our asset cache module
imgrequest.m_assetCache = m_assetCache;
//Assign a priority based on our request
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
//Assign the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
//Assign the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
//Assign the requested priority
imgrequest.m_requestedPriority = newRequest.Priority;
//Assign the asset uuid
imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
//Run an update
imgrequest.RunUpdate();
}
}
}
private double AssignPriority(UUID pAssetID, double pPriority)
{
//First, find out if we can just assign directly
if (m_priorityresolver.ContainsKey((int)pPriority) == false)
{
m_priorities.Add((double)((int)pPriority), pAssetID);
m_priorityresolver.Add((int)pPriority, 0);
return (double)((int)pPriority);
}
else
{
//Use the hash lookup goodness of a secondary dictionary to find a free slot
double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
m_priorities[mFreePriority] = pAssetID;
m_priorityresolver[(int)pPriority]++;
return mFreePriority;
}
}
public void ProcessImageQueue(int count)
{
//Count is the number of textures we want to process in one go.
//As part of this class re-write, that number will probably rise
//since we're processing in a more efficient manner.
int numCollected = 0;
//First of all make sure our packet queue isn't above our threshold
if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < 200)
{
for (int x = m_priorities.Count - 1; x > -1; x--)
{
J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
{
numCollected++;
//SendPackets will send up to ten packets per cycle
//m_log.Debug("Processing packet with priority of " + imagereq.m_designatedPriorityKey.ToString());
if (imagereq.SendPackets(m_client))
{
//Send complete
imagereq.m_completedSendAtCurrentDiscardLevel = true;
//Re-assign priority to bottom
//Remove the old priority
m_priorities.Remove(imagereq.m_designatedPriorityKey);
int lowest;
if (m_priorities.Count > 0)
{
lowest = (int)m_priorities.Keys[0];
lowest--;
}
else
{
lowest = -10000;
}
m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
imagereq.m_designatedPriorityKey = (double)lowest;
if (m_priorityresolver.ContainsKey((int)lowest))
{
m_priorityresolver[(int)lowest]++;
}
else
{
m_priorityresolver.Add((int)lowest, 0);
}
}
//m_log.Debug("...now has priority of " + imagereq.m_designatedPriorityKey.ToString());
if (numCollected == count)
{
break;
}
}
}
}
}
//Faux destructor
public void Close()
{
m_shuttingdown = true;
m_j2kDecodeModule = null;
m_assetCache = null;
m_client = null;
}
}
/*
*
* J2KImage
*
* We use this class to store image data and associated request data and attributes
*
*
*
*/
public class J2KImage
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public double m_designatedPriorityKey;
public double m_requestedPriority = 0.0d;
public uint m_lastSequence = 0;
public uint m_requestedPacketNumber;
public sbyte m_requestedDiscardLevel;
public UUID m_requestedUUID;
public IJ2KDecoder m_j2kDecodeModule;
public IAssetCache m_assetCache;
public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
public AssetBase m_MissingSubstitute = null;
public bool m_decoded = false;
public bool m_completedSendAtCurrentDiscardLevel;
private sbyte m_discardLevel=-1;
private uint m_packetNumber;
private bool m_decoderequested = false;
private bool m_hasasset = false;
private bool m_asset_requested = false;
private bool m_sentinfo = false;
private uint m_stopPacket = 0;
private const int cImagePacketSize = 1000;
private const int cFirstPacketSize = 600;
private AssetBase m_asset = null;
public uint m_pPacketNumber
{
get { return m_packetNumber; }
}
public uint m_pStopPacketNumber
{
get { return m_stopPacket; }
}
public byte[] Data
{
get { return m_asset.Data; }
}
public ushort TexturePacketCount()
{
if (!m_decoded)
return 0;
return (ushort)(((m_asset.Data.Length - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1);
}
public void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
Layers = layers;
m_decoded = true;
RunUpdate();
}
public void AssetDataCallback(UUID AssetID, AssetBase asset)
{
m_hasasset = true;
if (asset == null || asset.Data == null)
{
m_asset = m_MissingSubstitute;
}
else
{
m_asset = asset;
}
RunUpdate();
}
private int GetPacketForBytePosition(int bytePosition)
{
return ((bytePosition - cFirstPacketSize + cImagePacketSize - 1) / cImagePacketSize) + 1;
}
public int LastPacketSize()
{
if (m_packetNumber == 1)
return m_asset.Data.Length;
return (m_asset.Data.Length - cFirstPacketSize) % cImagePacketSize;
}
public int CurrentBytePosition()
{
if (m_packetNumber == 0)
return 0;
if (m_packetNumber == 1)
return cFirstPacketSize;
int result = cFirstPacketSize + ((int)m_packetNumber - 2) * cImagePacketSize;
if (result < 0)
{
result = cFirstPacketSize;
}
return result;
}
public bool SendFirstPacket(LLClientView client)
{
// Do we have less then 1 packet's worth of data?
if (m_asset.Data.Length <= cFirstPacketSize)
{
// Send only 1 packet
client.SendImageFirstPart(1, m_requestedUUID, (uint)m_asset.Data.Length, m_asset.Data, 2);
m_stopPacket = 0;
return true;
}
else
{
byte[] firstImageData = new byte[cFirstPacketSize];
try
{
Buffer.BlockCopy(m_asset.Data, 0, firstImageData, 0, (int)cFirstPacketSize);
client.SendImageFirstPart(TexturePacketCount(), m_requestedUUID, (uint)m_asset.Data.Length, firstImageData, 2);
}
catch (Exception)
{
m_log.Error("Texture block copy failed. Possibly out of memory?");
return true;
}
}
return false;
}
private bool SendPacket(LLClientView client)
{
bool complete = false;
int imagePacketSize = ((int)m_packetNumber == (TexturePacketCount())) ? LastPacketSize() : cImagePacketSize;
if ((CurrentBytePosition() + cImagePacketSize) > m_asset.Data.Length)
{
imagePacketSize = LastPacketSize();
complete=true;
if ((CurrentBytePosition() + imagePacketSize) > m_asset.Data.Length)
{
imagePacketSize = m_asset.Data.Length - CurrentBytePosition();
complete = true;
}
}
//It's concievable that the client might request packet one
//from a one packet image, which is really packet 0,
//which would leave us with a negative imagePacketSize..
if (imagePacketSize > 0)
{
byte[] imageData = new byte[imagePacketSize];
try
{
Buffer.BlockCopy(m_asset.Data, CurrentBytePosition(), imageData, 0, imagePacketSize);
}
catch (Exception e)
{
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());
return false;
}
//Send the packet
client.SendImageNextPart((ushort)(m_packetNumber-1), m_requestedUUID, imageData);
}
if (complete)
{
return false;
}
else
{
return true;
}
}
public bool SendPackets(LLClientView client)
{
if (!m_completedSendAtCurrentDiscardLevel)
{
if (m_packetNumber <= m_stopPacket)
{
bool SendMore = true;
if (!m_sentinfo || (m_packetNumber == 0))
{
if (SendFirstPacket(client))
{
SendMore = false;
}
m_sentinfo = true;
m_packetNumber++;
}
if (m_packetNumber < 2)
{
m_packetNumber = 2;
}
int count=0;
while (SendMore && count < 5 && m_packetNumber <= m_stopPacket)
{
count++;
SendMore = SendPacket(client);
m_packetNumber++;
}
if (m_packetNumber > m_stopPacket)
{
return true;
}
}
}
return false;
}
public void RunUpdate()
{
//This is where we decide what we need to update
//and assign the real discardLevel and packetNumber
//assuming of course that the connected client might be bonkers
if (!m_hasasset)
{
if (!m_asset_requested)
{
m_asset_requested = true;
m_assetCache.GetAsset(m_requestedUUID, AssetDataCallback, true);
}
}
else
{
if (!m_decoded)
{
//We need to decode the requested image first
if (!m_decoderequested)
{
//Request decode
m_decoderequested = true;
// Do we have a jpeg decoder?
if (m_j2kDecodeModule != null)
{
// Send it off to the jpeg decoder
m_j2kDecodeModule.decode(m_requestedUUID, Data, J2KDecodedCallback);
}
else
{
J2KDecodedCallback(m_requestedUUID, new OpenJPEG.J2KLayerInfo[0]);
}
}
}
else
{
//discardLevel of -1 means just update the priority
if (m_requestedDiscardLevel != -1)
{
//Evaluate the discard level
//First, is it positive?
if (m_requestedDiscardLevel >= 0)
{
if (m_requestedDiscardLevel > Layers.Length - 1)
{
m_discardLevel = (sbyte)(Layers.Length - 1);
}
else
{
m_discardLevel = m_requestedDiscardLevel;
}
//Calculate the m_stopPacket
if (Layers.Length > 0)
{
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;
}
}
}
}
}
}
}
}