mirror of
https://github.com/opensim/opensim.git
synced 2026-07-13 19:14:51 +08:00
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!
214 lines
7.6 KiB
C#
214 lines
7.6 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.Reflection;
|
|
using OpenMetaverse.Packets;
|
|
using log4net;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.Framework.Interfaces;
|
|
|
|
namespace OpenSim.Region.Environment.Modules.Agent.TextureSender
|
|
{
|
|
/// <summary>
|
|
/// A TextureSender handles the process of receiving a texture requested by the client from the
|
|
/// AssetCache, and then sending that texture back to the client.
|
|
/// </summary>
|
|
public class TextureSender : ITextureSender
|
|
{
|
|
private static readonly ILog m_log
|
|
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
/// <summary>
|
|
/// Records the number of times texture send has been called.
|
|
/// </summary>
|
|
public int counter = 0;
|
|
|
|
public bool ImageLoaded = false;
|
|
|
|
/// <summary>
|
|
/// Holds the texture asset to send.
|
|
/// </summary>
|
|
private AssetBase m_asset;
|
|
|
|
//public UUID assetID { get { return m_asset.Metadata.FullID; } }
|
|
|
|
// private bool m_cancel = false;
|
|
|
|
// See ITextureSender
|
|
|
|
// private bool m_sending = false;
|
|
|
|
/// <summary>
|
|
/// This is actually the number of extra packets required to send the texture data! We always assume
|
|
/// at least one is required.
|
|
/// </summary>
|
|
private int NumPackets = 0;
|
|
|
|
/// <summary>
|
|
/// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
|
|
/// at the 600th byte (0th indexed).
|
|
/// </summary>
|
|
private int PacketCounter = 0;
|
|
|
|
private int RequestedDiscardLevel = -1;
|
|
private IClientAPI RequestUser;
|
|
private uint StartPacketNumber = 0;
|
|
|
|
public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
|
|
{
|
|
RequestUser = client;
|
|
RequestedDiscardLevel = discardLevel;
|
|
StartPacketNumber = packetNumber;
|
|
}
|
|
|
|
#region ITextureSender Members
|
|
|
|
public bool Cancel
|
|
{
|
|
get { return false; }
|
|
set
|
|
{
|
|
// m_cancel = value;
|
|
}
|
|
}
|
|
|
|
public bool Sending
|
|
{
|
|
get { return false; }
|
|
set
|
|
{
|
|
// m_sending = value;
|
|
}
|
|
}
|
|
|
|
// See ITextureSender
|
|
public void UpdateRequest(int discardLevel, uint packetNumber)
|
|
{
|
|
RequestedDiscardLevel = discardLevel;
|
|
StartPacketNumber = packetNumber;
|
|
PacketCounter = (int)StartPacketNumber;
|
|
}
|
|
|
|
// See ITextureSender
|
|
public bool SendTexturePacket()
|
|
{
|
|
//m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.Metadata.FullID);
|
|
|
|
SendPacket();
|
|
counter++;
|
|
if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
|
|
((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets / (RequestedDiscardLevel + 1)))))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Load up the texture data to send.
|
|
/// </summary>
|
|
/// <param name="asset"></param>
|
|
public void TextureReceived(AssetBase asset)
|
|
{
|
|
m_asset = asset;
|
|
NumPackets = CalculateNumPackets(asset.Data.Length);
|
|
PacketCounter = (int)StartPacketNumber;
|
|
ImageLoaded = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a texture packet to the client.
|
|
/// </summary>
|
|
private void SendPacket()
|
|
{
|
|
if (PacketCounter <= NumPackets)
|
|
{
|
|
if (PacketCounter == 0)
|
|
{
|
|
if (NumPackets == 0)
|
|
{
|
|
RequestUser.SendImageFirstPart(1, m_asset.Metadata.FullID, (uint)m_asset.Data.Length, m_asset.Data, 2);
|
|
PacketCounter++;
|
|
}
|
|
else
|
|
{
|
|
byte[] ImageData1 = new byte[600];
|
|
Array.Copy(m_asset.Data, 0, ImageData1, 0, 600);
|
|
|
|
RequestUser.SendImageFirstPart(
|
|
(ushort)(NumPackets), m_asset.Metadata.FullID, (uint)m_asset.Data.Length, ImageData1, 2);
|
|
PacketCounter++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
|
|
if (size > 1000) size = 1000;
|
|
byte[] imageData = new byte[size];
|
|
try
|
|
{
|
|
Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), imageData, 0, size);
|
|
}
|
|
catch (ArgumentOutOfRangeException)
|
|
{
|
|
m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
|
|
m_asset.Metadata.ID);
|
|
return;
|
|
}
|
|
|
|
RequestUser.SendImageNextPart((ushort)PacketCounter, m_asset.Metadata.FullID, imageData);
|
|
PacketCounter++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the number of packets that will be required to send the texture loaded into this sender
|
|
/// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
|
|
/// </summary>
|
|
/// <param name="length"></param>
|
|
/// <returns></returns>
|
|
private int CalculateNumPackets(int length)
|
|
{
|
|
int numPackets = 0;
|
|
|
|
if (length > 600)
|
|
{
|
|
//over 600 bytes so split up file
|
|
int restData = (length - 600);
|
|
int restPackets = ((restData + 999) / 1000);
|
|
numPackets = restPackets;
|
|
}
|
|
|
|
return numPackets;
|
|
}
|
|
}
|
|
}
|