Files
opensim/OpenSim/Framework/Communications/Cache/AssetCache.cs
MW 1b850b4483 Should now have version 0.1 of our new ruth default avatar. At the moment, you only see your own avatar correctly, all other user's avatars show up as the old ruth. This will be fixed soon.
We also need better clothing for the new ruth and to edit the body shape. 
To get this working you will need to delete your asset yap file and also in grid mode the user server needs to be updated.
2007-07-27 16:23:04 +00:00

681 lines
27 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.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 System.Reflection;
using System.Threading;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
namespace OpenSim.Framework.Communications.Caches
{
public delegate void DownloadComplete(AssetCache.TextureSender sender);
/// <summary>
/// Manages local cache of assets and their sending to viewers.
/// </summary>
public class AssetCache : IAssetReceiver
{
public Dictionary<LLUUID, AssetInfo> Assets;
public Dictionary<LLUUID, TextureImage> Textures;
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
public Dictionary<LLUUID, TextureSender> SendingTextures = new Dictionary<LLUUID, TextureSender>();
private IAssetServer _assetServer;
private Thread _assetCacheThread;
/// <summary>
///
/// </summary>
public AssetCache(IAssetServer assetServer)
{
Console.WriteLine("Creating Asset cache");
_assetServer = assetServer;
_assetServer.SetReceiver(this);
Assets = new Dictionary<LLUUID, AssetInfo>();
Textures = new Dictionary<LLUUID, TextureImage>();
this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
}
public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey)
{
Console.WriteLine("Creating Asset cache");
_assetServer = this.LoadAssetDll(assetServerDLLName);
_assetServer.SetServerInfo(assetServerURL, assetServerKey);
_assetServer.SetReceiver(this);
Assets = new Dictionary<LLUUID, AssetInfo>();
Textures = new Dictionary<LLUUID, TextureImage>();
this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
}
/// <summary>
///
/// </summary>
public void RunAssetManager()
{
while (true)
{
try
{
this.ProcessAssetQueue();
this.ProcessTextureQueue();
Thread.Sleep(500);
}
catch (Exception e)
{
Console.WriteLine(e.Message + " : " + e.StackTrace);
}
}
}
public AssetBase GetAsset(LLUUID assetID)
{
AssetBase asset = null;
if (this.Textures.ContainsKey(assetID))
{
asset = this.Textures[assetID];
}
else if (this.Assets.ContainsKey(assetID))
{
asset = this.Assets[assetID];
}
return asset;
}
public void AddAsset(AssetBase asset)
{
// Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated());
if (asset.Type == 0)
{
//Console.WriteLine("which is a texture");
if (!this.Textures.ContainsKey(asset.FullID))
{ //texture
TextureImage textur = new TextureImage(asset);
this.Textures.Add(textur.FullID, textur);
this._assetServer.UploadNewAsset(asset);
}
}
else
{
if (!this.Assets.ContainsKey(asset.FullID))
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
this._assetServer.UploadNewAsset(asset);
}
}
}
/// <summary>
///
/// </summary>
private void ProcessTextureQueue()
{
if (this.TextureRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
num = this.TextureRequests.Count;
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)this.TextureRequests[i];
if (!this.SendingTextures.ContainsKey(req.ImageInfo.FullID))
{
TextureSender sender = new TextureSender(req);
sender.OnComplete += this.TextureSent;
lock (this.SendingTextures)
{
this.SendingTextures.Add(req.ImageInfo.FullID, sender);
}
}
}
this.TextureRequests.Clear();
}
/// <summary>
/// Event handler, called by a TextureSender object to say that texture has been sent
/// </summary>
/// <param name="sender"></param>
public void TextureSent(TextureSender sender)
{
if (this.SendingTextures.ContainsKey(sender.request.ImageInfo.FullID))
{
lock (this.SendingTextures)
{
this.SendingTextures.Remove(sender.request.ImageInfo.FullID);
}
}
}
public void AssetReceived(AssetBase asset, bool IsTexture)
{
if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
{
//check if it is a texture or not
//then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list.
if (IsTexture)
{
TextureImage image = new TextureImage(asset);
this.Textures.Add(image.FullID, image);
if (this.RequestedTextures.ContainsKey(image.FullID))
{
AssetRequest req = this.RequestedTextures[image.FullID];
req.ImageInfo = image;
if (image.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.RequestedTextures.Remove(image.FullID);
this.TextureRequests.Add(req);
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
if (this.RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = this.RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
if (assetInf.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.RequestedAssets.Remove(assetInf.FullID);
this.AssetRequests.Add(req);
}
}
}
}
public void AssetNotFound(AssetBase asset)
{
//the asset server had no knowledge of requested asset
}
#region Assets
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="transferRequest"></param>
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
{
LLUUID requestID = null;
byte source = 2;
if (transferRequest.TransferInfo.SourceType == 2)
{
//direct asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
}
else if (transferRequest.TransferInfo.SourceType == 3)
{
//inventory asset request
requestID = new LLUUID(transferRequest.TransferInfo.Params, 80);
source = 3;
}
//check to see if asset is in local cache, if not we need to request it from asset server.
//Console.WriteLine("asset request " + requestID);
if (!this.Assets.ContainsKey(requestID))
{
//not found asset
// so request from asset server
if (!this.RequestedAssets.ContainsKey(requestID))
{
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = requestID;
request.TransferRequestID = transferRequest.TransferInfo.TransferID;
request.AssetRequestSource = source;
request.Params = transferRequest.TransferInfo.Params;
this.RequestedAssets.Add(requestID, request);
this._assetServer.RequestAsset(requestID, false);
}
return;
}
//it is in our cache
AssetInfo asset = this.Assets[requestID];
//work out how many packets it should be sent in
// and add to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetRequestSource = source;
req.Params = transferRequest.TransferInfo.Params;
req.AssetInf = asset;
if (asset.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.AssetRequests.Add(req);
}
/// <summary>
///
/// </summary>
private void ProcessAssetQueue()
{
if (this.AssetRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
if (this.AssetRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.AssetRequests.Count;
}
else
{
num = 5;
}
AssetRequest req;
for (int i = 0; i < num; i++)
{
req = (AssetRequest)this.AssetRequests[i];
//Console.WriteLine("sending asset " + req.RequestAssetID);
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
if (req.AssetRequestSource == 2)
{
Transfer.TransferInfo.Params = new byte[20];
Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
int assType = (int)req.AssetInf.Type;
Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
}
else if (req.AssetRequestSource == 3)
{
Transfer.TransferInfo.Params = req.Params;
// Transfer.TransferInfo.Params = new byte[100];
//Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
//Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
}
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
Transfer.TransferInfo.TransferID = req.TransferRequestID;
req.RequestUser.OutPacket(Transfer);
if (req.NumPackets == 1)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
TransferPacket.TransferData.Data = req.AssetInf.Data;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
else
{
//more than one packet so split file up , for now it can't be bigger than 2000 bytes
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk = null;
if (req.AssetInf.Data.Length <= 1000)
{
chunk = new byte[req.AssetInf.Data.Length];
Array.Copy(req.AssetInf.Data, chunk, req.AssetInf.Data.Length);
TransferPacket.TransferData.Data = chunk;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
else
{
chunk = new byte[1000];
Array.Copy(req.AssetInf.Data, chunk, 1000);
TransferPacket.TransferData.Data = chunk;
TransferPacket.TransferData.Status = 0;
req.RequestUser.OutPacket(TransferPacket);
TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 1;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
TransferPacket.TransferData.Data = chunk1;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
}
}
//remove requests that have been completed
for (int i = 0; i < num; i++)
{
this.AssetRequests.RemoveAt(0);
}
}
public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
{
AssetInfo newAsset = new AssetInfo();
newAsset.Data = new byte[sourceAsset.Data.Length];
Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
newAsset.FullID = LLUUID.Random();
newAsset.Type = sourceAsset.Type;
newAsset.InvType = sourceAsset.InvType;
return (newAsset);
}
#endregion
#region Textures
/// <summary>
///
/// </summary>
/// <param name="userInfo"></param>
/// <param name="imageID"></param>
public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID)
{
//Console.WriteLine("texture request for " + imageID.ToStringHyphenated());
//check to see if texture is in local cache, if not request from asset server
if (!this.Textures.ContainsKey(imageID))
{
if (!this.RequestedTextures.ContainsKey(imageID))
{
//not is cache so request from asset server
AssetRequest request = new AssetRequest();
request.RequestUser = userInfo;
request.RequestAssetID = imageID;
request.IsTextureRequest = true;
this.RequestedTextures.Add(imageID, request);
this._assetServer.RequestAsset(imageID, true);
}
return;
}
//Console.WriteLine("texture already in cache");
TextureImage imag = this.Textures[imageID];
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = imageID;
req.IsTextureRequest = true;
req.ImageInfo = imag;
if (imag.Data.LongLength > 600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
}
else
{
req.NumPackets = 1;
}
this.TextureRequests.Add(req);
}
public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
{
TextureImage newImage = new TextureImage();
newImage.Data = new byte[source.Data.Length];
Array.Copy(source.Data, newImage.Data, source.Data.Length);
//newImage.filename = source.filename;
newImage.FullID = LLUUID.Random();
newImage.Name = source.Name;
return (newImage);
}
#endregion
private IAssetServer LoadAssetDll(string dllName)
{
Assembly pluginAssembly = Assembly.LoadFrom(dllName);
IAssetServer server = null;
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("IAssetPlugin", true);
if (typeInterface != null)
{
IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
server = plug.GetAssetServer();
break;
}
typeInterface = null;
}
}
}
pluginAssembly = null;
return server;
}
public class AssetRequest
{
public IClientAPI RequestUser;
public LLUUID RequestAssetID;
public AssetInfo AssetInf;
public TextureImage ImageInfo;
public LLUUID TransferRequestID;
public long DataPointer = 0;
public int NumPackets = 0;
public int PacketCounter = 0;
public bool IsTextureRequest;
public byte AssetRequestSource = 2;
public byte[] Params = null;
//public bool AssetInCache;
//public int TimeRequested;
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 TextureSender
{
public AssetRequest request;
public event DownloadComplete OnComplete;
Thread m_thread;
public TextureSender(AssetRequest req)
{
request = req;
//Console.WriteLine("creating worker thread for texture " + req.ImageInfo.FullID.ToStringHyphenated());
//Console.WriteLine("texture data length is " + req.ImageInfo.Data.Length);
// Console.WriteLine("in " + req.NumPackets + " packets");
//ThreadPool.QueueUserWorkItem(new WaitCallback(SendTexture), new object());
//need some sort of custom threadpool here, as using the .net one, overloads it and stops the handling of incoming packets etc
//but don't really want to create a thread for every texture download
m_thread = new Thread(new ThreadStart(SendTexture));
m_thread.IsBackground = true;
m_thread.Start();
}
public void SendTexture()
{
//Console.WriteLine("starting to send sending texture " + request.ImageInfo.FullID.ToStringHyphenated());
while (request.PacketCounter != request.NumPackets)
{
SendPacket();
Thread.Sleep(500);
}
//Console.WriteLine("finished sending texture " + request.ImageInfo.FullID.ToStringHyphenated());
if (OnComplete != null)
{
OnComplete(this);
}
}
public void SendPacket()
{
AssetRequest req = request;
// Console.WriteLine("sending " + req.ImageInfo.FullID);
// if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
if (req.PacketCounter == 0)
{
//first time for this request so send imagedata packet
if (req.NumPackets == 1)
{
//only one packet so send whole file
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = 1;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = req.ImageInfo.Data;
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.l= time;
//System.Console.WriteLine("sent texture: " + req.ImageInfo.FullID);
// Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated());
}
else
{
//more than one packet so split file up
ImageDataPacket im = new ImageDataPacket();
im.ImageID.Packets = (ushort)req.NumPackets;
im.ImageID.ID = req.ImageInfo.FullID;
im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
im.ImageData.Data = new byte[600];
Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
im.ImageID.Codec = 2;
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent first packet of texture:
// Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated());
}
}
else
{
//Console.WriteLine("sending packet" + req.PacketCounter + "for " + req.ImageInfo.FullID.ToStringHyphenated());
//send imagepacket
//more than one packet so split file up
ImagePacketPacket im = new ImagePacketPacket();
im.ImageID.Packet = (ushort)req.PacketCounter;
im.ImageID.ID = req.ImageInfo.FullID;
int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
if (size > 1000) size = 1000;
im.ImageData.Data = new byte[size];
Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
req.RequestUser.OutPacket(im);
req.PacketCounter++;
//req.ImageInfo.last_used = time;
//System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
}
}
}
}
}