Files
opensim/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
Dr Scofield 9b66108081 This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.

The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.

I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
2009-02-06 16:55:34 +00:00

696 lines
27 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 OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using C5;
using OpenSim.Framework.Communications.Cache;
using OpenMetaverse.Imaging;
namespace OpenSim.Region.ClientStack.LindenUDP
{
/// <summary>
/// Client image priority + discardlevel sender/manager
/// </summary>
public class LLImageManager
{
/// <summary>
/// Priority Queue for images. Contains lots of data
/// </summary>
private readonly IPriorityQueue<Prio<J2KImage>> pq = new IntervalHeap<Prio<J2KImage>>();
/// <summary>
/// Dictionary of PriorityQueue handles by AssetId
/// </summary>
private readonly Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>> PQHandles =
new Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>>();
private LLClientView m_client;
private readonly AssetCache m_assetCache;
private bool m_shuttingdown = false;
private readonly IJ2KDecoder m_j2kDecodeModule;
private readonly AssetBase MissingSubstitute;
/// <summary>
/// Client image priority + discardlevel sender/manager
/// </summary>
/// <param name="client">LLClientView of client</param>
/// <param name="pAssetCache">The Asset retrieval system</param>
/// <param name="pJ2kDecodeModule">The Jpeg2000 Decoder</param>
public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
{
m_client = client;
m_assetCache = pAssetCache;
if (pAssetCache != null)
MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
m_j2kDecodeModule = pJ2kDecodeModule;
}
/// <summary>
/// Enqueues a texture request
/// </summary>
/// <param name="req">Request from the client to get a texture</param>
public void EnqueueReq(TextureRequestArgs req)
{
if (m_shuttingdown)
return;
//if (req.RequestType == 1) // avatar body texture!
// return;
AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
//if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
//{
// pq[PQHandles[req.RequestedAssetID]] -= 900000;
//}
//
//if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
//{
//}
pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
lock (pq[PQHandles[req.RequestedAssetID]].data)
pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
}
/// <summary>
/// Callback for the asset system
/// </summary>
/// <param name="assetID">UUID of the asset that we have received</param>
/// <param name="asset">AssetBase of the asset that we've received</param>
public void AssetDataCallback(UUID assetID, AssetBase asset)
{
if (m_shuttingdown)
return;
//Console.WriteLine("AssetCallback for assetId" + assetID);
if (asset == null || asset.Data == null)
{
lock (pq)
{
//pq[PQHandles[assetID]].data.Missing = true;
pq[PQHandles[assetID]].data.asset = MissingSubstitute;
pq[PQHandles[assetID]].data.Missing = false;
}
}
//else
pq[PQHandles[assetID]].data.asset = asset;
//lock (pq[PQHandles[assetID]].data)
pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, pq[PQHandles[assetID]].data.CurrentPacket);
}
/// <summary>
/// Processes the image queue. Pops count elements off and processes them
/// </summary>
/// <param name="count">number of images to peek off the queue</param>
public void ProcessImageQueue(int count)
{
if (m_shuttingdown)
return;
IPriorityQueueHandle<Prio<J2KImage>> h = null;
for (int j = 0; j < count; j++)
{
lock (pq)
{
if (!pq.IsEmpty)
{
//peek off the top
Prio<J2KImage> process = pq.FindMax(out h);
// Do we have the Asset Data?
if (!process.data.HasData)
{
// Did we request the asset data?
if (!process.data.dataRequested)
{
m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
pq[h].data.dataRequested = true;
}
// Is the asset missing?
if (process.data.Missing)
{
//m_client.sendtextur
pq[h] -= 90000;
/*
{
OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
new OpenMetaverse.Packets.ImageNotInDatabasePacket();
imdback.ImageID =
new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
imdback.ImageID.ID = process.data.requestedUUID;
m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
}
*/
// Substitute a blank image
process.data.asset = MissingSubstitute;
process.data.Missing = false;
// If the priority is less then -4billion, the client has forgotten about it.
if (pq[h] < -400000000)
{
RemoveItemFromQueue(pq[h].data.requestedUUID);
continue;
}
}
// Lower the priority to give the next image a chance
pq[h] -= 100000;
}
else if (process.data.HasData)
{
// okay, we've got the data
lock (process.data)
{
if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
{
process.data.J2KDecodeWaiting = true;
// Do we have a jpeg decoder?
if (m_j2kDecodeModule != null)
{
// Send it off to the jpeg decoder
m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
j2kDecodedCallback);
}
else
{
// no module, no layers, full resolution only
j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
}
} // Are we waiting?
else if (!process.data.J2KDecodeWaiting)
{
// Send more data at a time for higher discard levels
bool done = false;
for (int i = 0; i < (2*(process.data.DiscardLevel) + 1)*2; i++)
if (!process.data.SendPacket(m_client))
{
done = true;
pq[h] -= (500000*i);
break;
}
if (!done)
{
for (int i = 0; i < (2 * (5- process.data.DiscardLevel) + 1) * 2; i++)
if (!process.data.SendPacket(m_client))
{
done = true;
pq[h] -= (500000 * i);
break;
}
}
}
// If the priority is less then -4 billion, the client has forgotten about it, pop it off
if (pq[h] < -400000000)
{
RemoveItemFromQueue(pq[h].data.requestedUUID);
continue;
}
}
//pq[h] = process;
}
// uncomment the following line to see the upper most asset and the priority
//Console.WriteLine(process.ToString());
// Lower priority to give the next image a chance to bubble up
pq[h] -= 50000;
}
}
}
}
/// <summary>
/// Callback for when the image has been decoded
/// </summary>
/// <param name="AssetId">The UUID of the Asset</param>
/// <param name="layers">The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder</param>
public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
// are we shutting down? if so, end.
if (m_shuttingdown)
return;
lock (PQHandles)
{
// Update our asset data
if (PQHandles.ContainsKey(AssetId))
{
pq[PQHandles[AssetId]].data.Layers = layers;
pq[PQHandles[AssetId]].data.J2KDecode = true;
pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
//lock (pq[PQHandles[AssetId]].data)
pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
// Send the first packet
pq[PQHandles[AssetId]].data.SendPacket(m_client);
}
}
}
/// <summary>
/// This image has had a good life. It's now expired. Remove it off the queue
/// </summary>
/// <param name="AssetId">UUID of asset to remove off the queue</param>
private void RemoveItemFromQueue(UUID AssetId)
{
lock (PQHandles)
{
if (PQHandles.ContainsKey(AssetId))
{
IPriorityQueueHandle<Prio<J2KImage>> h = PQHandles[AssetId];
PQHandles.Remove(AssetId);
pq.Delete(h);
}
}
}
/// <summary>
/// Adds an image to the queue and update priority
/// if the item is already in the queue, just update the priority
/// </summary>
/// <param name="AssetId">UUID of the asset</param>
/// <param name="priority">Priority to set</param>
private void AddQueueItem(UUID AssetId, int priority)
{
IPriorityQueueHandle<Prio<J2KImage>> h = null;
lock (PQHandles)
{
if (PQHandles.ContainsKey(AssetId))
{
h = PQHandles[AssetId];
pq[h] = pq[h].SetPriority(priority);
}
else
{
J2KImage newreq = new J2KImage();
newreq.requestedUUID = AssetId;
pq.Add(ref h, new Prio<J2KImage>(newreq, priority));
PQHandles.Add(AssetId, h);
}
}
}
/// <summary>
/// Okay, we're ending. Clean up on isle 9
/// </summary>
public void Close()
{
m_shuttingdown = true;
lock (pq)
{
while (!pq.IsEmpty)
{
pq.DeleteMin();
}
}
lock (PQHandles)
PQHandles.Clear();
m_client = null;
}
}
/// <summary>
/// Image Data for this send
/// Encapsulates the image sending data and method
/// </summary>
public class J2KImage
{
private AssetBase m_asset_ref = null;
public volatile int LastPacketNum = 0;
public volatile int DiscardLimit = 0;
public volatile bool dataRequested = false;
public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
public const int FIRST_IMAGE_PACKET_SIZE = 600;
public const int IMAGE_PACKET_SIZE = 1000;
public volatile int DiscardLevel;
public float Priority;
public volatile int CurrentPacket = 1;
public volatile int StopPacket;
public bool Missing = false;
public bool J2KDecode = false;
public bool J2KDecodeWaiting = false;
private volatile bool sendFirstPacket = true;
// Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
public UUID requestedUUID = UUID.Zero;
public J2KImage(AssetBase asset)
{
m_asset_ref = asset;
}
public J2KImage()
{
}
public AssetBase asset
{
set { m_asset_ref = value; }
}
// We make the asset a reference so that we don't duplicate the byte[]
// it's read only anyway, so no worries here
// we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
/// <summary>
/// ID of the AssetBase
/// </summary>
public UUID AssetId
{
get { return m_asset_ref.Metadata.FullID; }
}
/// <summary>
/// Asset Data
/// </summary>
public byte[] Data
{
get { return m_asset_ref.Data; }
}
/// <summary>
/// Returns true if we have the asset
/// </summary>
public bool HasData
{
get { return !(m_asset_ref == null); }
}
/// <summary>
/// Called from the PriorityQueue handle .ToString(). Prints data on this asset
/// </summary>
/// <returns></returns>
public override string ToString()
{
return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
}
/// <summary>
/// Returns the total number of packets needed to transfer this texture,
/// including the first packet of size FIRST_IMAGE_PACKET_SIZE
/// </summary>
/// <returns>Total number of packets needed to transfer this texture</returns>
public int TexturePacketCount()
{
if (!HasData)
return 0;
return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
}
/// <summary>
/// Returns the current byte offset for this transfer, calculated from
/// the CurrentPacket
/// </summary>
/// <returns>Current byte offset for this transfer</returns>
public int CurrentBytePosition()
{
if (CurrentPacket == 0)
return 0;
if (CurrentPacket == 1)
return FIRST_IMAGE_PACKET_SIZE;
int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
if (result < 0)
{
result = FIRST_IMAGE_PACKET_SIZE;
}
return result;
}
/// <summary>
/// Returns the size, in bytes, of the last packet. This will be somewhere
/// between 1 and IMAGE_PACKET_SIZE bytes
/// </summary>
/// <returns>Size of the last packet in the transfer</returns>
public int LastPacketSize()
{
if (CurrentPacket == 1)
return m_asset_ref.Data.Length;
return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
}
/// <summary>
/// Find the packet number that contains a given byte position
/// </summary>
/// <param name="bytePosition">Byte position</param>
/// <returns>Packet number that contains the given byte position</returns>
int GetPacketForBytePosition(int bytePosition)
{
return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
}
/// <summary>
/// Updates the Image sending limits based on the discard
/// If we don't have any Layers, Send the full texture
/// </summary>
/// <param name="discardLevel">jpeg2000 discard level. 5-0</param>
/// <param name="packet">Which packet to start from</param>
public void Update(int discardLevel, int packet)
{
//Requests for 0 means that the client wants us to resend the whole image
//Requests for -1 mean 'update priority but don't change discard level'
if (packet == 0 || packet == -1)
return;
// Check if we've got layers
if (Layers.Length > 0)
{
DiscardLevel = Util.Clamp<int>(discardLevel, 0, Layers.Length - 1);
StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
// sendFirstPacket = true;
}
else
{
// No layers, send full image
DiscardLevel = 0;
StopPacket = TexturePacketCount() - 1;
CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
}
}
/// <summary>
/// Sends a texture packet to the client.
/// </summary>
/// <param name="client">Client to send texture to</param>
/// <returns>true if a packet was sent, false if not</returns>
public bool SendPacket(LLClientView client)
{
// If we've hit the end of the send or if the client set -1, return false.
if (CurrentPacket > StopPacket || StopPacket == -1)
return false;
// The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
// This packet only gets sent once unless we're restarting the transfer from 0!
if (sendFirstPacket)
{
sendFirstPacket = false;
// Do we have less then 1 packet's worth of data?
if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
{
// Send only 1 packet
client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
return true;
}
else
{
// Send first packet
byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
catch (Exception)
{
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
//m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
//m_cancel = true;
//m_sending = false;
return false;
}
client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
++CurrentPacket; // sets CurrentPacket to 1
}
}
// figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
// we know that the total image size is greater then 1000 if we're here
int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
//if (imagePacketSize > 0)
// imagePacketSize = IMAGE_PACKET_SIZE;
//if (imagePacketSize != 1000)
// Console.WriteLine("ENdPacket");
//Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
bool atEnd = false;
// edge case
if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset_ref.Data.Length)
{
imagePacketSize = LastPacketSize();
atEnd = true;
// edge case 2!
if ((CurrentBytePosition() + imagePacketSize) > m_asset_ref.Data.Length)
{
imagePacketSize = m_asset_ref.Data.Length - CurrentBytePosition();
atEnd = true;
}
}
byte[] imageData = new byte[imagePacketSize];
try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
catch (Exception e)
{
Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
Console.WriteLine(e.ToString());
//m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
//m_cancel = true;
//m_sending = false;
return false;
}
// Send next packet to the client
client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
++CurrentPacket;
if (atEnd)
CurrentPacket = StopPacket + 1;
return true;
}
}
/// <summary>
/// Generic Priority Queue element
/// Contains a Priority and a Reference type Data Element
/// </summary>
/// <typeparam name="D">Reference type data element</typeparam>
struct Prio<D> : IComparable<Prio<D>> where D : class
{
public D data;
private int priority;
public Prio(D data, int priority)
{
this.data = data;
this.priority = priority;
}
public int CompareTo(Prio<D> that)
{
return priority.CompareTo(that.priority);
}
public bool Equals(Prio<D> that)
{
return priority == that.priority;
}
public static Prio<D> operator +(Prio<D> tp, int delta)
{
return new Prio<D>(tp.data, tp.priority + delta);
}
public static bool operator <(Prio<D> tp, int check)
{
return (tp.priority < check);
}
public static bool operator >(Prio<D> tp, int check)
{
return (tp.priority > check);
}
public static Prio<D> operator -(Prio<D> tp, int delta)
{
if (tp.priority - delta < 0)
return new Prio<D>(tp.data, tp.priority - delta);
else
return new Prio<D>(tp.data, 0);
}
public override String ToString()
{
return String.Format("{0}[{1}]", data, priority);
}
internal Prio<D> SetPriority(int pPriority)
{
return new Prio<D>(this.data, pPriority);
}
}
}