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This may not be the best solution in the long run, but should improve things for now. This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures for the main map view.
613 lines
23 KiB
C#
613 lines
23 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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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework.Console;
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namespace OpenSim.Framework.Communications.Cache
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{
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public delegate void AssetRequestCallback(LLUUID assetID, AssetBase asset);
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/// <summary>
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/// Manages local cache of assets and their sending to viewers.
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/// </summary>
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public class AssetCache : IAssetReceiver
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{
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public Dictionary<LLUUID, AssetInfo> Assets;
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public Dictionary<LLUUID, TextureImage> Textures;
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public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
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public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
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public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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//Assets requested from the asset server
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public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>();
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//Textures requested from the asset server
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public Dictionary<LLUUID, AssetRequestsList> RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
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private IAssetServer m_assetServer;
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private Thread m_assetCacheThread;
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private LogBase m_log;
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/// <summary>
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///
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/// </summary>
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public AssetCache(IAssetServer assetServer, LogBase log)
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{
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log.Verbose("ASSETSTORAGE", "Creating Asset cache");
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m_assetServer = assetServer;
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m_assetServer.SetReceiver(this);
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Assets = new Dictionary<LLUUID, AssetInfo>();
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Textures = new Dictionary<LLUUID, TextureImage>();
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m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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m_assetCacheThread.IsBackground = true;
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m_assetCacheThread.Start();
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m_log = log;
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}
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/// <summary>
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///
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/// </summary>
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public void RunAssetManager()
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{
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while (true)
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{
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try
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{
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ProcessAssetQueue();
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Thread.Sleep(500);
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}
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catch (Exception e)
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{
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m_log.Error("ASSETCACHE", e.ToString());
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}
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}
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}
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/// <summary>
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/// Only get an asset if we already have it in the cache.
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/// </summary>
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/// <param name="assetID"></param></param>
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/// <returns></returns>
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private AssetBase GetCachedAsset(LLUUID assetID)
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{
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AssetBase asset = null;
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if (Textures.ContainsKey(assetID))
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{
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asset = Textures[assetID];
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}
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else if (Assets.ContainsKey(assetID))
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{
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asset = Assets[assetID];
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}
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return asset;
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}
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public void GetAsset(LLUUID assetID, AssetRequestCallback callback)
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{
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AssetBase asset = null;
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if (Textures.ContainsKey(assetID))
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{
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asset = Textures[assetID];
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}
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else if (Assets.ContainsKey(assetID))
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{
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asset = Assets[assetID];
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}
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if (asset != null)
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{
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callback(assetID, asset);
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}
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else
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{
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NewAssetRequest req = new NewAssetRequest(assetID, callback);
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if (RequestLists.ContainsKey(assetID))
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{
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lock (RequestLists)
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{
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RequestLists[assetID].Requests.Add(req);
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}
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}
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else
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{
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AssetRequestsList reqList = new AssetRequestsList(assetID);
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reqList.Requests.Add(req);
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lock (RequestLists)
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{
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RequestLists.Add(assetID, reqList);
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}
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}
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m_assetServer.RequestAsset(assetID, false);
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}
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}
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/// <summary>
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/// Get an asset. If the asset isn't in the cache, a request will be made to the persistent store to
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/// load it into the cache.
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///
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/// XXX We'll keep polling the cache until we get the asset or we exceed
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/// the allowed number of polls. This isn't a very good way of doing things since a single thread
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/// is processing inbound packets, so if the asset server is slow, we could block this for up to
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/// the timeout period. What we might want to do is register asynchronous callbacks on asset
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/// receipt in the same manner as the nascent (but not yet active) TextureDownloadModule. Of course,
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/// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
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/// asset is much more likely to have made it into the cache.
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="isTexture"></param>
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/// <returns>null if the asset could not be retrieved</returns>
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public AssetBase GetAsset(LLUUID assetID, bool isTexture)
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{
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// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
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// packets from the client.
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int pollPeriod = 200;
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int maxPolls = 15;
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AssetBase asset = GetCachedAsset(assetID);
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if (asset != null)
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{
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return asset;
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}
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m_assetServer.RequestAsset(assetID, isTexture);
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do
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{
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Thread.Sleep(pollPeriod);
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asset = GetCachedAsset(assetID);
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if (asset != null)
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{
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return asset;
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}
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}
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while (--maxPolls > 0);
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MainLog.Instance.Warn(
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"ASSETCACHE", "Asset {0} was not received before the retrieval timeout was reached");
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return null;
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}
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/// <summary>
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/// Add an asset to both the persistent store and the cache.
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/// </summary>
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/// <param name="asset"></param>
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public void AddAsset(AssetBase asset)
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{
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string temporary = asset.Temporary ? "temporary" : "";
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string type = asset.Type == 0 ? "texture" : "asset";
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string result = "Ignored";
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if (asset.Type == 0)
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{
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if (Textures.ContainsKey(asset.FullID))
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{
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result = "Duplicate ignored.";
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}
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else
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{
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TextureImage textur = new TextureImage(asset);
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Textures.Add(textur.FullID, textur);
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if (asset.Temporary)
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{
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result = "Added to cache";
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}
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else
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{
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m_assetServer.StoreAndCommitAsset(asset);
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result = "Added to server";
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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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if (Assets.ContainsKey(asset.FullID))
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{
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result = "Duplicate ignored.";
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}
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else
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{
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AssetInfo assetInf = new AssetInfo(asset);
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Assets.Add(assetInf.FullID, assetInf);
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if (asset.Temporary)
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{
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result = "Added to cache";
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}
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else
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{
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m_assetServer.StoreAndCommitAsset(asset);
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result = "Added to server";
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}
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}
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}
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m_log.Verbose("ASSETCACHE", "Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result);
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}
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public void DeleteAsset(LLUUID assetID)
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{
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// this.m_assetServer.DeleteAsset(assetID);
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//Todo should delete it from memory too
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}
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public AssetBase CopyAsset(LLUUID assetID)
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{
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AssetBase asset = GetCachedAsset(assetID);
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if (asset == null)
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return null;
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asset.FullID = LLUUID.Random(); // TODO: check for conflicts
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AddAsset(asset);
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return asset;
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}
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
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{
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//check if it is a texture or not
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//then add to the correct cache list
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//then check for waiting requests for this asset/texture (in the Requested lists)
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//and move those requests into the Requests list.
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if (IsTexture)
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{
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//Console.WriteLine("asset received from asset server");
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TextureImage image = new TextureImage(asset);
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if (!Textures.ContainsKey(image.FullID))
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{
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Textures.Add(image.FullID, image);
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if (RequestedTextures.ContainsKey(image.FullID))
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{
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AssetRequest req = RequestedTextures[image.FullID];
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req.ImageInfo = image;
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req.NumPackets = CalculateNumPackets(image.Data);
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RequestedTextures.Remove(image.FullID);
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TextureRequests.Add(req);
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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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AssetInfo assetInf = new AssetInfo(asset);
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if (!Assets.ContainsKey(assetInf.FullID))
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{
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Assets.Add(assetInf.FullID, assetInf);
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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req.NumPackets = CalculateNumPackets(assetInf.Data);
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RequestedAssets.Remove(assetInf.FullID);
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AssetRequests.Add(req);
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}
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}
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}
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if (RequestLists.ContainsKey(asset.FullID))
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{
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AssetRequestsList reqList = RequestLists[asset.FullID];
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foreach (NewAssetRequest req in reqList.Requests)
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{
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req.Callback(asset.FullID, asset);
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}
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lock (RequestLists)
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{
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RequestLists.Remove(asset.FullID);
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reqList.Requests.Clear();
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}
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}
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}
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}
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public void AssetNotFound(LLUUID assetID)
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{
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//if (this.RequestedTextures.ContainsKey(assetID))
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//{
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// MainLog.Instance.Warn("ASSET CACHE", "sending image not found for {0}", assetID);
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// AssetRequest req = this.RequestedTextures[assetID];
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// ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket();
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// notFound.ImageID.ID = assetID;
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// req.RequestUser.OutPacket(notFound);
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// this.RequestedTextures.Remove(assetID);
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//}
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//else
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//{
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// MainLog.Instance.Error("ASSET CACHE", "Cound not send image not found for {0}", assetID);
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//}
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}
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private int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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int numPackets = 1;
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if (data.LongLength > m_maxPacketSize)
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{
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// over max number of bytes so split up file
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long restData = data.LongLength - m_maxPacketSize;
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int restPackets = (int) ((restData + m_maxPacketSize - 1) / m_maxPacketSize);
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numPackets += restPackets;
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}
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return numPackets;
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}
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#region Assets
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/// <summary>
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///
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
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{
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LLUUID requestID = null;
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byte source = 2;
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if (transferRequest.TransferInfo.SourceType == 2)
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{
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//direct asset request
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requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
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}
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else if (transferRequest.TransferInfo.SourceType == 3)
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{
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//inventory asset request
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requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
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source = 3;
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//Console.WriteLine("asset request " + requestID);
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}
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//check to see if asset is in local cache, if not we need to request it from asset server.
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//Console.WriteLine("asset request " + requestID);
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if (!Assets.ContainsKey(requestID))
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{
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//not found asset
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// so request from asset server
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if (!RequestedAssets.ContainsKey(requestID))
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{
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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request.AssetRequestSource = source;
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request.Params = transferRequest.TransferInfo.Params;
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RequestedAssets.Add(requestID, request);
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m_assetServer.RequestAsset(requestID, false);
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}
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return;
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}
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//it is in our cache
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AssetInfo asset = Assets[requestID];
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// add to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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req.TransferRequestID = transferRequest.TransferInfo.TransferID;
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req.AssetRequestSource = source;
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = asset;
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req.NumPackets = CalculateNumPackets(asset.Data);
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AssetRequests.Add(req);
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}
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/// <summary>
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///
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/// </summary>
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private void ProcessAssetQueue()
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{
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//should move the asset downloading to a module, like has been done with texture downloading
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if (AssetRequests.Count == 0)
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{
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//no requests waiting
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return;
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}
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// if less than 5, do all of them
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int num = Math.Min(5, AssetRequests.Count);
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AssetRequest req;
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for (int i = 0; i < num; i++)
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{
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req = (AssetRequest)AssetRequests[i];
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//Console.WriteLine("sending asset " + req.RequestAssetID);
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TransferInfoPacket Transfer = new TransferInfoPacket();
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Transfer.TransferInfo.ChannelType = 2;
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Transfer.TransferInfo.Status = 0;
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Transfer.TransferInfo.TargetType = 0;
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if (req.AssetRequestSource == 2)
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{
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Transfer.TransferInfo.Params = new byte[20];
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Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
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int assType = (int)req.AssetInf.Type;
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Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
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}
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else if (req.AssetRequestSource == 3)
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{
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Transfer.TransferInfo.Params = req.Params;
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// Transfer.TransferInfo.Params = new byte[100];
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//Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
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//Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
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}
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Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
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Transfer.TransferInfo.TransferID = req.TransferRequestID;
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req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset);
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if (req.NumPackets == 1)
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{
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = 0;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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TransferPacket.TransferData.Data = req.AssetInf.Data;
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TransferPacket.TransferData.Status = 1;
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req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
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}
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else
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{
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int processedLength = 0;
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// libsecondlife hardcodes 1500 as the maximum data chunk size
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int maxChunkSize = 1500;
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int packetNumber = 0;
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while (processedLength < req.AssetInf.Data.Length)
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{
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TransferPacketPacket TransferPacket = new TransferPacketPacket();
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TransferPacket.TransferData.Packet = packetNumber;
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TransferPacket.TransferData.ChannelType = 2;
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TransferPacket.TransferData.TransferID = req.TransferRequestID;
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int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize);
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byte[] chunk = new byte[chunkSize];
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Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length);
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TransferPacket.TransferData.Data = chunk;
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// 0 indicates more packets to come, 1 indicates last packet
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if (req.AssetInf.Data.Length - processedLength > maxChunkSize)
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{
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TransferPacket.TransferData.Status = 0;
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}
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else
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{
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TransferPacket.TransferData.Status = 1;
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}
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req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
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processedLength += chunkSize;
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packetNumber++;
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}
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}
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}
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//remove requests that have been completed
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for (int i = 0; i < num; i++)
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{
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AssetRequests.RemoveAt(0);
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}
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}
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#endregion
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public class AssetRequest
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{
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public IClientAPI RequestUser;
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public LLUUID RequestAssetID;
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public AssetInfo AssetInf;
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public TextureImage ImageInfo;
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public LLUUID TransferRequestID;
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public long DataPointer = 0;
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public int NumPackets = 0;
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public int PacketCounter = 0;
|
|
public bool IsTextureRequest;
|
|
public byte AssetRequestSource = 2;
|
|
public byte[] Params = null;
|
|
//public bool AssetInCache;
|
|
//public int TimeRequested;
|
|
public int DiscardLevel = -1;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
public class AssetRequestsList
|
|
{
|
|
public LLUUID AssetID;
|
|
public List<NewAssetRequest> Requests = new List<NewAssetRequest>();
|
|
|
|
public AssetRequestsList(LLUUID assetID)
|
|
{
|
|
AssetID = assetID;
|
|
}
|
|
}
|
|
|
|
public class NewAssetRequest
|
|
{
|
|
public LLUUID AssetID;
|
|
public AssetRequestCallback Callback;
|
|
|
|
public NewAssetRequest(LLUUID assetID, AssetRequestCallback callback)
|
|
{
|
|
AssetID = assetID;
|
|
Callback = callback;
|
|
}
|
|
}
|
|
}
|
|
}
|