268 lines
12 KiB
C#
268 lines
12 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.Collections.Generic;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Limit;
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using OpenSim.Framework.Statistics;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.Agent.TextureDownload
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{
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/// <summary>
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/// This module sets up texture senders in response to client texture requests, and places them on a
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/// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
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/// asset cache).
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/// </summary>
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public class UserTextureDownloadService
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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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/// True if the service has been closed, probably because a user with texture requests still queued
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/// logged out.
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/// </summary>
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private bool closed;
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/// <summary>
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/// We will allow the client to request the same texture n times before dropping further requests
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///
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/// This number includes repeated requests for the same texture at different resolutions (which we don't
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/// currently handle properly as far as I know). However, this situation should be handled in a more
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/// sophisticated way.
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/// </summary>
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private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
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/// <summary>
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/// XXX Also going to limit requests for found textures.
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/// </summary>
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private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
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= new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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private readonly IClientAPI m_client;
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private readonly Scene m_scene;
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/// <summary>
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/// Texture Senders are placed in this queue once they have received their texture from the asset
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/// cache. Another module actually invokes the send.
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/// </summary>
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private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
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/// <summary>
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/// Holds texture senders before they have received the appropriate texture from the asset cache.
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/// </summary>
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private readonly Dictionary<UUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<UUID, TextureSender.TextureSender>();
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/// <summary>
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/// We're going to limit requests for the same missing texture.
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/// XXX This is really a temporary solution to deal with the situation where a client continually requests
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/// the same missing textures
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/// </summary>
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private readonly IRequestLimitStrategy<UUID> missingTextureLimitStrategy
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= new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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public UserTextureDownloadService(
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IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue<ITextureSender> sharedQueue)
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{
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m_client = client;
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m_scene = scene;
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m_sharedSendersQueue = sharedQueue;
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}
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/// <summary>
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/// Handle a texture request. This involves creating a texture sender and placing it on the
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/// previously passed in shared queue.
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/// </summary>
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/// <param name="e"></param>
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public void HandleTextureRequest(TextureRequestArgs e)
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{
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TextureSender.TextureSender textureSender;
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//TODO: should be working out the data size/ number of packets to be sent for each discard level
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if ((e.DiscardLevel >= 0) || (e.Priority != 0))
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{
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lock (m_textureSenders)
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{
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if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
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{
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// If we've received new non UUID information for this request and it hasn't dispatched
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// yet, then update the request accordingly.
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textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
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}
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else
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{
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// m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
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if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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{
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// m_log.DebugFormat(
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// "[TEXTURE]: Refusing request for {0} from client {1}",
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// e.RequestedAssetID, m_client.AgentId);
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return;
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}
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else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
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{
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if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
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// Commenting out this message for now as it causes too much noise with other
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// debug messages.
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// m_log.DebugFormat(
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// "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
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// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
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}
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return;
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}
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m_scene.AddPendingDownloads(1);
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TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
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m_textureSenders.Add(e.RequestedAssetID, requestHandler);
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m_scene.CommsManager.AssetCache.GetAsset(e.RequestedAssetID, TextureCallback, true);
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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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lock (m_textureSenders)
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{
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if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
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{
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textureSender.Cancel = true;
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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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/// The callback for the asset cache when a texture has been retrieved. This method queues the
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/// texture sender for processing.
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/// </summary>
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/// <param name="textureID"></param>
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/// <param name="texture"></param>
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public void TextureCallback(UUID textureID, AssetBase texture)
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{
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//m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
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// There may still be texture requests pending for a logged out client
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if (closed)
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return;
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lock (m_textureSenders)
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{
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TextureSender.TextureSender textureSender;
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if (m_textureSenders.TryGetValue(textureID, out textureSender))
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{
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// XXX It may be perfectly valid for a texture to have no data... but if we pass
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// this on to the TextureSender it will blow up, so just discard for now.
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// Needs investigation.
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if (texture == null || texture.Data == null)
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{
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if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
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{
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missingTextureLimitStrategy.MonitorRequests(textureID);
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// m_log.DebugFormat(
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// "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
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// textureID, m_client.AgentId);
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}
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ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
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EnqueueTextureSender(textureNotFoundSender);
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}
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else
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{
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if (!textureSender.ImageLoaded)
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{
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textureSender.TextureReceived(texture);
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EnqueueTextureSender(textureSender);
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foundTextureLimitStrategy.MonitorRequests(textureID);
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}
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}
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//m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
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m_textureSenders.Remove(textureID);
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//m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
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}
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else
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{
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m_log.WarnFormat(
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"[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
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textureID);
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}
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}
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}
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/// <summary>
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/// Place a ready texture sender on the processing queue.
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/// </summary>
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/// <param name="textureSender"></param>
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private void EnqueueTextureSender(ITextureSender textureSender)
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{
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textureSender.Cancel = false;
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textureSender.Sending = true;
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if (!m_sharedSendersQueue.Contains(textureSender))
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{
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m_sharedSendersQueue.Enqueue(textureSender);
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}
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}
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/// <summary>
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/// Close this module.
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/// </summary>
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internal void Close()
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{
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closed = true;
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lock (m_textureSenders)
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{
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foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
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{
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textureSender.Cancel = true;
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}
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m_textureSenders.Clear();
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}
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// XXX: It might be possible to also remove pending texture requests from the asset cache queues,
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// though this might also be more trouble than it's worth.
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}
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}
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}
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