Files
opensim/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
diva 5e4fc6e91e Heart surgery on asset service code bits. Affects OpenSim.ini configuration -- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems: 
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
2009-05-15 05:00:25 +00:00

335 lines
14 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.Collections.Generic;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
using log4net;
using System.Reflection;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class LLImageManager
{
//Public interfaces:
//Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
//void EnqueueReq - (TextureRequestArgs)
//ProcessImageQueue
//Close
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private bool m_shuttingdown = false;
private long m_lastloopprocessed = 0;
private LLClientView m_client; //Client we're assigned to
private IAssetService m_assetCache; //Asset Cache
private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
private const double doubleMinimum = .0000001;
public int m_outstandingtextures = 0;
//Constructor
public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
{
m_imagestore = new Dictionary<UUID,J2KImage>();
m_priorities = new SortedList<double,UUID>();
m_priorityresolver = new Dictionary<int, int>();
m_client = client;
m_assetCache = pAssetCache;
if (pAssetCache != null)
m_missingsubstitute = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
else
m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
m_j2kDecodeModule = pJ2kDecodeModule;
}
public void EnqueueReq(TextureRequestArgs newRequest)
{
//newRequest is the properties of our new texture fetch request.
//Basically, here is where we queue up "new" requests..
// .. or modify existing requests to suit.
//Make sure we're not shutting down..
if (!m_shuttingdown)
{
//Do we already know about this UUID?
if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
{
//Check the packet sequence to make sure this isn't older than
//one we've already received
J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
if (newRequest.requestSequence > imgrequest.m_lastSequence)
{
imgrequest.m_lastSequence = newRequest.requestSequence;
//First of all, is this being killed?
//if (newRequest.Priority == 0.0f && newRequest.DiscardLevel == -1)
//{
//Do nothing (leaving the if for future use)
//}
//else
//{
//Check the priority
double priority = imgrequest.m_requestedPriority;
if (priority != newRequest.Priority)
{
//Remove the old priority
m_priorities.Remove(imgrequest.m_designatedPriorityKey);
//Assign a new unique priority
imgrequest.m_requestedPriority = newRequest.Priority;
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
}
//Update the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
//Update the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
//Check if this will create an outstanding texture request
bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel;
//Run an update
imgrequest.RunUpdate();
if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
{
m_outstandingtextures++;
}
//}
}
}
else
{
J2KImage imgrequest = new J2KImage(this);
//Assign our missing substitute
imgrequest.m_MissingSubstitute = m_missingsubstitute;
//Assign our decoder module
imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
//Assign our asset cache module
imgrequest.m_assetCache = m_assetCache;
//Assign a priority based on our request
imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
//Assign the requested discard level
imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
//Assign the requested packet number
imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
//Assign the requested priority
imgrequest.m_requestedPriority = newRequest.Priority;
//Assign the asset uuid
imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
//Run an update
imgrequest.RunUpdate();
}
}
}
private double AssignPriority(UUID pAssetID, double pPriority)
{
//First, find out if we can just assign directly
if (m_priorityresolver.ContainsKey((int)pPriority) == false)
{
m_priorities.Add((double)((int)pPriority), pAssetID);
m_priorityresolver.Add((int)pPriority, 0);
return (double)((int)pPriority);
}
else
{
//Use the hash lookup goodness of a secondary dictionary to find a free slot
double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
m_priorities[mFreePriority] = pAssetID;
m_priorityresolver[(int)pPriority]++;
return mFreePriority;
}
}
public void ProcessImageQueue(int count)
{
// this can happen during Close()
if (m_client == null) return;
//Count is the number of textures we want to process in one go.
//As part of this class re-write, that number will probably rise
//since we're processing in a more efficient manner.
int numCollected = 0;
//Calculate our threshold
int threshold;
if (m_lastloopprocessed == 0)
{
if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
return;
//This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
m_lastloopprocessed = DateTime.Now.Ticks;
}
else
{
double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
//Average of 1000 bytes per packet
throttleseconds = throttleseconds / 1000;
//Safe-zone multiplier of 2.0
threshold = (int)(throttleseconds * 2.0);
m_lastloopprocessed = DateTime.Now.Ticks;
}
if (threshold < 10)
{
threshold = 10;
}
if (m_client.PacketHandler == null)
return;
if (m_client.PacketHandler.PacketQueue == null)
return;
//First of all make sure our packet queue isn't above our threshold
//Uncomment this to see what the texture stack is doing
//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0)
{
bool justreset = false;
for (int x = m_priorities.Count - 1; x > -1; x--)
{
J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
{
numCollected++;
//SendPackets will send up to ten packets per cycle
if (imagereq.SendPackets(m_client))
{
//Send complete
if (!imagereq.m_completedSendAtCurrentDiscardLevel)
{
imagereq.m_completedSendAtCurrentDiscardLevel = true;
m_outstandingtextures--;
//Re-assign priority to bottom
//Remove the old priority
m_priorities.Remove(imagereq.m_designatedPriorityKey);
int lowest;
if (m_priorities.Count > 0)
{
lowest = (int)m_priorities.Keys[0];
lowest--;
}
else
{
lowest = -10000;
}
m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
imagereq.m_designatedPriorityKey = (double)lowest;
if (m_priorityresolver.ContainsKey((int)lowest))
{
m_priorityresolver[(int)lowest]++;
}
else
{
m_priorityresolver.Add((int)lowest, 0);
}
}
}
if (numCollected == count)
{
break;
}
}
if (numCollected == count || m_outstandingtextures == 0)
break;
if (numCollected % m_outstandingtextures == 0 && !justreset)
{
//We've gotten as much as we can from the stack,
//reset to the top so that we can send MOAR DATA (nomnomnom)!
x = m_priorities.Count - 1;
justreset = true; //prevents us from getting stuck in a loop
}
}
}
}
//Faux destructor
public void Close()
{
m_shuttingdown = true;
m_j2kDecodeModule = null;
m_assetCache = null;
m_client = null;
}
}
}