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Changes the permissions module to make scripts permissive only when intended Adds security checks to asset transfers to prevent hacked clients fron requesting script sources. Adds security checks to llClientView to verify all aspects of ownership and permissions for inventory based script retrieval.
756 lines
28 KiB
C#
756 lines
28 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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using System;
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using System.Collections.Generic;
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using System.Reflection;
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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 log4net;
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using OpenSim.Framework.Statistics;
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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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///
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/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
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/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
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/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
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/// AssetNotFound(), which means they do share the same asset and texture caches.
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///
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/// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
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/// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
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/// but it's something to bear in mind.
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/// </summary>
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public class AssetCache : IAssetReceiver
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// The cache of assets. This does not include textures.
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/// </summary>
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private Dictionary<LLUUID, AssetInfo> Assets;
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/// <summary>
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/// The cache of textures.
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/// </summary>
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private Dictionary<LLUUID, TextureImage> Textures;
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/// <summary>
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/// Assets requests which are waiting for asset server data. This includes texture requests
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/// </summary>
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private Dictionary<LLUUID, AssetRequest> RequestedAssets;
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/// <summary>
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/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
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/// </summary>
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private List<AssetRequest> AssetRequests;
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/// <summary>
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/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
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/// </summary>
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private Dictionary<LLUUID, AssetRequestsList> RequestLists;
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private readonly IAssetServer m_assetServer;
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private readonly Thread m_assetCacheThread;
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/// <summary>
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/// Report statistical data.
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/// </summary>
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public void ShowState()
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{
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m_log.InfoFormat("Assets:{0} Textures:{1} RequestLists:{2}",
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Assets.Count,
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Textures.Count,
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// AssetRequests.Count,
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// RequestedAssets.Count,
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RequestLists.Count);
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int temporaryImages = 0;
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int temporaryAssets = 0;
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long imageBytes = 0;
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long assetBytes = 0;
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foreach (TextureImage texture in Textures.Values)
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{
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if (texture != null)
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{
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if (texture.Temporary)
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{
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temporaryImages++;
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}
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imageBytes += texture.Data.GetLongLength(0);
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}
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}
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foreach (AssetInfo asset in Assets.Values)
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{
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if (asset != null)
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{
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if (asset.Temporary)
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{
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temporaryAssets++;
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}
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assetBytes += asset.Data.GetLongLength(0);
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}
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}
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m_log.InfoFormat("Temporary Images: {0} Temporary Assets: {1}",
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temporaryImages,
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temporaryAssets);
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m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
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imageBytes / 1024,
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assetBytes / 1024);
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}
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/// <summary>
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/// Clear the asset cache.
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/// </summary>
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public void Clear()
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{
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m_log.Info("[ASSET CACHE]: Clearing Asset cache");
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.ClearAssetCacheStatistics();
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Initialize();
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}
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/// <summary>
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/// Initialize the cache.
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/// </summary>
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private void Initialize()
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{
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Assets = new Dictionary<LLUUID, AssetInfo>();
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Textures = new Dictionary<LLUUID, TextureImage>();
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AssetRequests = new List<AssetRequest>();
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RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
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RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
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}
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/// <summary>
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/// Constructor. Initialize will need to be called separately.
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/// </summary>
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/// <param name="assetServer"></param>
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public AssetCache(IAssetServer assetServer)
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{
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m_log.Info("[ASSET CACHE]: Creating Asset cache");
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Initialize();
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m_assetServer = assetServer;
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m_assetServer.SetReceiver(this);
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m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
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m_assetCacheThread.Name = "AssetCacheThread";
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m_assetCacheThread.IsBackground = true;
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m_assetCacheThread.Start();
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ThreadTracker.Add(m_assetCacheThread);
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}
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/// <summary>
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/// Process the asset queue which holds data which is packeted up and sent
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/// directly back to the client.
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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("[ASSET CACHE]: " + 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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private bool TryGetCachedAsset(LLUUID assetId, out AssetBase asset)
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{
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if (Textures.ContainsKey(assetId))
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{
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asset = Textures[assetId];
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return true;
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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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return true;
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}
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asset = null;
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return false;
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}
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/// <summary>
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/// Asynchronously retrieve an asset.
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/// </summary>
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/// <param name="assetId"></param>
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/// <param name="callback">
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/// A callback invoked when the asset has either been found or not found.
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/// If the asset was found this is called with the asset UUID and the asset data
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/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
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public void GetAsset(LLUUID assetId, AssetRequestCallback callback, bool isTexture)
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{
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//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
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// Xantor 20080526:
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// if a request is made for an asset which is not in the cache yet, but has already been requested by
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// something else, queue up the callbacks on that requestor instead of swamping the assetserver
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// with multiple requests for the same asset.
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AssetBase asset;
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if (TryGetCachedAsset(assetId, out asset))
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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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#if DEBUG
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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#endif
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NewAssetRequest req = new NewAssetRequest(assetId, callback);
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AssetRequestsList requestList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
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{
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// m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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// add to callbacks for this assetId
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RequestLists[assetId].Requests.Add(req);
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}
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else
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{
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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requestList = new AssetRequestsList(assetId);
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RequestLists.Add(assetId, requestList);
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requestList.Requests.Add(req);
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m_assetServer.RequestAsset(assetId, isTexture);
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}
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}
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}
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}
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/// <summary>
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/// Synchronously retreive 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 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;
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if (TryGetCachedAsset(assetID, out asset))
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{
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return asset;
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}
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else
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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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if (TryGetCachedAsset(assetID, out asset))
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{
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return asset;
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}
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} while (--maxPolls > 0);
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m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
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isTexture ? "texture" : "asset", assetID.ToString());
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return null;
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}
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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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if (asset.Type == (int)AssetType.Texture)
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{
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if (!Textures.ContainsKey(asset.FullID))
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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 (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddTexture(textur);
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if (!asset.Temporary)
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{
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m_assetServer.StoreAsset(asset);
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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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AssetInfo assetInf = new AssetInfo(asset);
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Assets.Add(assetInf.FullID, assetInf);
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAsset(assetInf);
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if (!asset.Temporary)
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{
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m_assetServer.StoreAsset(asset);
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}
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}
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}
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}
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/// <summary>
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/// Allows you to clear a specific asset by uuid out
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/// of the asset cache. This is needed because the osdynamic
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/// texture code grows the asset cache without bounds. The
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/// real solution here is a much better cache archicture, but
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/// this is a stop gap measure until we have such a thing.
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/// </summary>
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public void ExpireAsset(LLUUID uuid)
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{
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// uuid is unique, so no need to worry about it showing up
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// in the 2 caches differently. Also, locks are probably
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// needed in all of this, or move to synchronized non
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// generic forms for Dictionaries.
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if (Textures.ContainsKey(uuid))
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{
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Textures.Remove(uuid);
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}
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else if (Assets.ContainsKey(uuid))
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{
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Assets.Remove(uuid);
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}
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}
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// See IAssetReceiver
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public void AssetReceived(AssetBase asset, bool IsTexture)
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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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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 (StatsManager.SimExtraStats != null)
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{
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StatsManager.SimExtraStats.AddTexture(image);
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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 (StatsManager.SimExtraStats != null)
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{
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StatsManager.SimExtraStats.AddAsset(assetInf);
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}
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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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// If it's a direct request for a script, drop it
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// because it's a hacked client
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if(req.AssetRequestSource != 2 || assetInf.Type != 10)
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AssetRequests.Add(req);
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}
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}
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}
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// Notify requesters for this asset
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if (RequestLists.ContainsKey(asset.FullID))
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{
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AssetRequestsList reqList = null;
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lock (RequestLists)
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{
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//m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
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reqList = RequestLists[asset.FullID];
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}
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//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
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if (reqList != null)
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{
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//making a copy of the list is not ideal
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//but the old method of locking around this whole block of code was causing a multi-thread lock
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//between this and the TextureDownloadModule
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//while the localAsset thread running this and trying to send a texture to the callback in the
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//texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
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// the lock in the texturedownload module) was trying to
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//request a new asset and hitting a lock in here on the RequestLists.
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List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
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reqList.Requests.Clear();
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
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RequestLists.Remove(asset.FullID);
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}
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//m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
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foreach (NewAssetRequest req in theseRequests)
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{
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// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
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// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
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req.Callback(asset.FullID, asset);
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}
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}
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}
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}
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// See IAssetReceiver
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public void AssetNotFound(LLUUID assetID, bool IsTexture)
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{
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//m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
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if (IsTexture)
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{
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Textures[assetID] = null;
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}
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else
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{
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Assets[assetID] = null;
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}
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// Notify requesters for this asset
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AssetRequestsList reqList = null;
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
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if (RequestLists.ContainsKey(assetID))
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{
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reqList = RequestLists[assetID];
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}
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}
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// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
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if (reqList != null)
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{
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List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
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reqList.Requests.Clear();
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lock (RequestLists)
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{
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// m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
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RequestLists.Remove(assetID);
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}
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// m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
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foreach (NewAssetRequest req in theseRequests)
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{
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req.Callback(assetID, null);
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}
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}
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}
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
|
|
/// </summary>
|
|
/// <param name="data"></param>
|
|
/// <returns></returns>
|
|
private static int CalculateNumPackets(byte[] data)
|
|
{
|
|
const uint m_maxPacketSize = 600;
|
|
int numPackets = 1;
|
|
|
|
if (data.LongLength > m_maxPacketSize)
|
|
{
|
|
// over max number of bytes so split up file
|
|
long restData = data.LongLength - m_maxPacketSize;
|
|
int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
|
|
numPackets += restPackets;
|
|
}
|
|
|
|
return numPackets;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle an asset request from the client. The result will be sent back asynchronously.
|
|
/// </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;
|
|
//Console.WriteLine("asset request " + requestID);
|
|
}
|
|
//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 (!Assets.ContainsKey(requestID))
|
|
{
|
|
//not found asset
|
|
// so request from asset server
|
|
if (!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;
|
|
RequestedAssets.Add(requestID, request);
|
|
m_assetServer.RequestAsset(requestID, false);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// It has an entry in our cache
|
|
AssetInfo asset = Assets[requestID];
|
|
|
|
// FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right.
|
|
if (null == asset)
|
|
{
|
|
//m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID);
|
|
return;
|
|
}
|
|
|
|
// Scripts cannot be retrieved by direct request
|
|
if (transferRequest.TransferInfo.SourceType == 2 && asset.Type == 10)
|
|
return;
|
|
|
|
// The asset is knosn to exist and is in our cache, so add it 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;
|
|
req.NumPackets = CalculateNumPackets(asset.Data);
|
|
AssetRequests.Add(req);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Process the asset queue which sends packets directly back to the client.
|
|
/// </summary>
|
|
private void ProcessAssetQueue()
|
|
{
|
|
//should move the asset downloading to a module, like has been done with texture downloading
|
|
if (AssetRequests.Count == 0)
|
|
{
|
|
//no requests waiting
|
|
return;
|
|
}
|
|
// if less than 5, do all of them
|
|
int num = Math.Min(5, AssetRequests.Count);
|
|
|
|
AssetRequest req;
|
|
AssetRequestToClient req2 = null;
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
req = (AssetRequest)AssetRequests[i];
|
|
if (req2 == null)
|
|
{
|
|
req2 = new AssetRequestToClient();
|
|
}
|
|
// Trying to limit memory usage by only creating AssetRequestToClient if needed
|
|
//req2 = new AssetRequestToClient();
|
|
req2.AssetInf = (AssetBase)req.AssetInf;
|
|
req2.AssetRequestSource = req.AssetRequestSource;
|
|
req2.DataPointer = req.DataPointer;
|
|
req2.DiscardLevel = req.DiscardLevel;
|
|
req2.ImageInfo = (AssetBase)req.ImageInfo;
|
|
req2.IsTextureRequest = req.IsTextureRequest;
|
|
req2.NumPackets = req.NumPackets;
|
|
req2.PacketCounter = req.PacketCounter;
|
|
req2.Params = req.Params;
|
|
req2.RequestAssetID = req.RequestAssetID;
|
|
req2.TransferRequestID = req.TransferRequestID;
|
|
req.RequestUser.SendAsset(req2);
|
|
|
|
}
|
|
|
|
//remove requests that have been completed
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
AssetRequests.RemoveAt(0);
|
|
}
|
|
}
|
|
|
|
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 int DiscardLevel = -1;
|
|
|
|
public AssetRequest()
|
|
{
|
|
}
|
|
}
|
|
|
|
public class AssetInfo : AssetBase
|
|
{
|
|
public AssetInfo()
|
|
{
|
|
}
|
|
|
|
public AssetInfo(AssetBase aBase)
|
|
{
|
|
Data = aBase.Data;
|
|
FullID = aBase.FullID;
|
|
Type = aBase.Type;
|
|
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;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|