Files
opensim/OpenSim/Region/Environment/Modules/TextureDownloadModule.cs
MW 7f99644864 Attempt to get World Map working in Grid mode, will need to be using the grid asset server for it to work correctly and has only been quickly tested in a three region grid.
Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers.
Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place).
Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza. 
A few other changes/fixes.
2007-11-18 11:11:44 +00:00

264 lines
9.8 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 libsecondlife;
using libsecondlife.Packets;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
//this is a first attempt, to start breaking the mess thats called the assetcache up.
// basically this should be the texture sending (to clients) code moved out of assetcache
//and some small clean up
// but on first tests it didn't seem to work very well so is currently not in use.
public class TextureDownloadModule : IRegionModule
{
private Scene m_scene;
private List<Scene> m_scenes = new List<Scene>();
private Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>> ClientRequests =
new Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>>();
private BlockingQueue<TextureSender> QueueSenders = new BlockingQueue<TextureSender>();
private Dictionary<LLUUID, List<LLUUID>> InProcess = new Dictionary<LLUUID, List<LLUUID>>();
// private Thread m_thread;
public TextureDownloadModule()
{
// m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
// m_thread.IsBackground = true;
// m_thread.Start();
}
public void Initialise(Scene scene, IConfigSource config)
{
if (!m_scenes.Contains(scene))
{
m_scenes.Add(scene);
m_scene = scene;
m_scene.EventManager.OnNewClient += NewClient;
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "TextureDownloadModule"; }
}
public bool IsSharedModule
{
get { return true; }
}
public void NewClient(IClientAPI client)
{
/* lock (ClientRequests)
{
if (!ClientRequests.ContainsKey(client.AgentId))
{
ClientRequests.Add(client.AgentId, new Dictionary<LLUUID, AssetRequest>());
InProcess.Add(client.AgentId, new List<LLUUID>());
}
}
client.OnRequestTexture += TextureRequest;
*/
}
public void TextureCallback(LLUUID textureID, AssetBase asset)
{
lock (ClientRequests)
{
foreach (Dictionary<LLUUID, AssetRequest> reqList in ClientRequests.Values)
{
if (reqList.ContainsKey(textureID))
{
//check the texture isn't already in the process of being sent to the client.
if (!InProcess[reqList[textureID].RequestUser.AgentId].Contains(textureID))
{
TextureSender sender = new TextureSender(reqList[textureID], asset);
QueueSenders.Enqueue(sender);
InProcess[reqList[textureID].RequestUser.AgentId].Add(textureID);
reqList.Remove(textureID);
}
}
}
}
}
public void TextureRequest(Object sender, TextureRequestArgs e)
{
IClientAPI client = (IClientAPI) sender;
if (!ClientRequests[client.AgentId].ContainsKey(e.RequestedAssetID))
{
lock (ClientRequests)
{
AssetRequest request = new AssetRequest(client, e.RequestedAssetID, e.DiscardLevel, e.PacketNumber);
ClientRequests[client.AgentId].Add(e.RequestedAssetID, request);
}
m_scene.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback);
}
}
public void ProcessTextureSenders()
{
while (true)
{
TextureSender sender = QueueSenders.Dequeue();
bool finished = sender.SendTexture();
if (finished)
{
TextureSent(sender);
}
else
{
QueueSenders.Enqueue(sender);
}
}
}
private void TextureSent(TextureSender sender)
{
if (InProcess[sender.request.RequestUser.AgentId].Contains(sender.request.RequestAssetID))
{
InProcess[sender.request.RequestUser.AgentId].Remove(sender.request.RequestAssetID);
}
}
public class TextureSender
{
public AssetRequest request;
private int counter = 0;
private AssetBase m_asset;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public TextureSender(AssetRequest req, AssetBase asset)
{
request = req;
m_asset = asset;
if (asset.Data.LongLength > 600)
{
NumPackets = 2 + (int) (asset.Data.Length - 601)/1000;
}
else
{
NumPackets = 1;
}
PacketCounter = (int) req.PacketNumber;
}
public bool SendTexture()
{
SendPacket();
counter++;
if ((PacketCounter >= NumPackets) || counter > 100 || (NumPackets == 1) || (request.DiscardLevel == -1))
{
return true;
}
return false;
}
public void SendPacket()
{
AssetRequest req = request;
if (PacketCounter == 0)
{
if (NumPackets == 1)
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = 1;
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = m_asset.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
PacketCounter++;
}
else
{
ImageDataPacket im = new ImageDataPacket();
im.Header.Reliable = false;
im.ImageID.Packets = (ushort) (NumPackets);
im.ImageID.ID = m_asset.FullID;
im.ImageID.Size = (uint) m_asset.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(m_asset.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
PacketCounter++;
}
}
else
{
ImagePacketPacket im = new ImagePacketPacket();
im.Header.Reliable = false;
im.ImageID.Packet = (ushort) (PacketCounter);
im.ImageID.ID = m_asset.FullID;
int size = m_asset.Data.Length - 600 - (1000*(PacketCounter - 1));
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(m_asset.Data, 600 + (1000*(PacketCounter - 1)), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im);
PacketCounter++;
}
}
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public int DiscardLevel = -1;
public uint PacketNumber = 0;
public AssetRequest(IClientAPI client, LLUUID textureID, int discardLevel, uint packetNumber)
{
RequestUser = client;
RequestAssetID = textureID;
DiscardLevel = discardLevel;
PacketNumber = packetNumber;
}
}
}
}