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+/*
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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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+
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+using System;
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+using System.Collections.Generic;
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+using OpenMetaverse;
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+using OpenSim.Framework;
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+using OpenSim.Region.Environment.Interfaces;
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+using C5;
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+using OpenSim.Framework.Communications.Cache;
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+using OpenMetaverse.Imaging;
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+
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+
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+namespace OpenSim.Region.ClientStack.LindenUDP
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+{
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+
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+ /// <summary>
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+ /// Client image priority + discardlevel sender/manager
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+ /// </summary>
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+ public class LLImageManager
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+ {
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+ /// <summary>
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+ /// Priority Queue for images. Contains lots of data
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+ /// </summary>
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+ private readonly IPriorityQueue<Prio<J2KImage>> pq = new IntervalHeap<Prio<J2KImage>>();
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+
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+ /// <summary>
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+ /// Dictionary of PriorityQueue handles by AssetId
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+ /// </summary>
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+ private readonly Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>> PQHandles =
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+ new Dictionary<UUID, IPriorityQueueHandle<Prio<J2KImage>>>();
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+
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+ private LLClientView m_client;
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+ private readonly AssetCache m_assetCache;
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+ private bool m_shuttingdown = false;
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+ private readonly IJ2KDecoder m_j2kDecodeModule;
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+
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+ private readonly AssetBase MissingSubstitute;
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+
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+ /// <summary>
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+ /// Client image priority + discardlevel sender/manager
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+ /// </summary>
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+ /// <param name="client">LLClientView of client</param>
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+ /// <param name="pAssetCache">The Asset retrieval system</param>
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+ /// <param name="pJ2kDecodeModule">The Jpeg2000 Decoder</param>
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+ public LLImageManager(LLClientView client, AssetCache pAssetCache, IJ2KDecoder pJ2kDecodeModule)
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+ {
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+ m_client = client;
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+ m_assetCache = pAssetCache;
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+ if (pAssetCache != null)
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+ MissingSubstitute = pAssetCache.GetAsset(UUID.Parse("5748decc-f629-461c-9a36-a35a221fe21f"), true);
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+ m_j2kDecodeModule = pJ2kDecodeModule;
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+ }
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+
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+ /// <summary>
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+ /// Enqueues a texture request
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+ /// </summary>
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+ /// <param name="req">Request from the client to get a texture</param>
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+ public void EnqueueReq(TextureRequestArgs req)
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+ {
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+ if (m_shuttingdown)
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+ return;
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+
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+ //if (req.RequestType == 1) // avatar body texture!
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+ // return;
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+
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+ AddQueueItem(req.RequestedAssetID, (int)req.Priority + 100000);
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+ //if (pq[PQHandles[req.RequestedAssetID]].data.Missing)
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+ //{
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+ // pq[PQHandles[req.RequestedAssetID]] -= 900000;
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+ //}
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+ //
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+ //if (pq[PQHandles[req.RequestedAssetID]].data.HasData && pq[PQHandles[req.RequestedAssetID]].data.Layers.Length > 0)
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+ //{
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+
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+ //}
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+
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+ pq[PQHandles[req.RequestedAssetID]].data.requestedUUID = req.RequestedAssetID;
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+ pq[PQHandles[req.RequestedAssetID]].data.Priority = (int)req.Priority;
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+
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+ lock (pq[PQHandles[req.RequestedAssetID]].data)
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+ pq[PQHandles[req.RequestedAssetID]].data.Update(req.DiscardLevel, (int)req.PacketNumber);
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+ }
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+
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+
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+ /// <summary>
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+ /// Callback for the asset system
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+ /// </summary>
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+ /// <param name="assetID">UUID of the asset that we have received</param>
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+ /// <param name="asset">AssetBase of the asset that we've received</param>
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+ public void AssetDataCallback(UUID assetID, AssetBase asset)
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+ {
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+ if (m_shuttingdown)
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+ return;
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+
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+ //Console.WriteLine("AssetCallback for assetId" + assetID);
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+
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+ if (asset == null || asset.Data == null)
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+ {
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+ lock (pq)
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+ {
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+ //pq[PQHandles[assetID]].data.Missing = true;
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+ pq[PQHandles[assetID]].data.asset = MissingSubstitute;
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+ pq[PQHandles[assetID]].data.Missing = false;
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+ }
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+ }
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+ //else
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+
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+
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+ pq[PQHandles[assetID]].data.asset = asset;
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+
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+ lock (pq[PQHandles[assetID]].data)
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+ pq[PQHandles[assetID]].data.Update((int)pq[PQHandles[assetID]].data.Priority, (int)pq[PQHandles[assetID]].data.CurrentPacket);
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+
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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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+ /// Processes the image queue. Pops count elements off and processes them
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+ /// </summary>
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+ /// <param name="count">number of images to peek off the queue</param>
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+ public void ProcessImageQueue(int count)
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+ {
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+ if (m_shuttingdown)
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+ return;
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+
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+
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+ IPriorityQueueHandle<Prio<J2KImage>> h = null;
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+ for (int j = 0; j < count; j++)
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+ {
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+
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+ lock (pq)
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+ {
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+ if (!pq.IsEmpty)
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+ {
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+ //peek off the top
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+ Prio<J2KImage> process = pq.FindMax(out h);
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+
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+ // Do we have the Asset Data?
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+ if (!process.data.HasData)
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+ {
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+ // Did we request the asset data?
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+ if (!process.data.dataRequested)
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+ {
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+ m_assetCache.GetAsset(process.data.requestedUUID, AssetDataCallback, true);
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+ pq[h].data.dataRequested = true;
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+ }
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+
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+ // Is the asset missing?
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+ if (process.data.Missing)
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+ {
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+
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+ //m_client.sendtextur
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+ pq[h] -= 90000;
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+ /*
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+ {
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+ OpenMetaverse.Packets.ImageNotInDatabasePacket imdback =
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+ new OpenMetaverse.Packets.ImageNotInDatabasePacket();
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+ imdback.ImageID =
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+ new OpenMetaverse.Packets.ImageNotInDatabasePacket.ImageIDBlock();
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+ imdback.ImageID.ID = process.data.requestedUUID;
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+ m_client.OutPacket(imdback, ThrottleOutPacketType.Texture);
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+ }
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+ */
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+
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+ // Substitute a blank image
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+ process.data.asset = MissingSubstitute;
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+ process.data.Missing = false;
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+
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+ // If the priority is less then -4billion, the client has forgotten about it.
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+ if (pq[h] < -400000000)
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+ {
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+ RemoveItemFromQueue(pq[h].data.requestedUUID);
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+ continue;
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+ }
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+ }
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+ // Lower the priority to give the next image a chance
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+ pq[h] -= 100000;
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+ }
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+ else if (process.data.HasData)
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+ {
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+ // okay, we've got the data
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+ lock (process.data)
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+ {
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+ if (!process.data.J2KDecode && !process.data.J2KDecodeWaiting)
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+ {
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+ process.data.J2KDecodeWaiting = true;
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+
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+ // Do we have a jpeg decoder?
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+ if (m_j2kDecodeModule != null)
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+ {
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+ // Send it off to the jpeg decoder
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+ m_j2kDecodeModule.decode(process.data.requestedUUID, process.data.Data,
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+ j2kDecodedCallback);
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+ }
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+ else
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+ {
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+ // no module, no layers, full resolution only
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+ j2kDecodedCallback(process.data.AssetId, new OpenJPEG.J2KLayerInfo[0]);
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+ }
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+
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+
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+
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+ } // Are we waiting?
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+ else if (!process.data.J2KDecodeWaiting)
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+ {
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+ // Send more data at a time for higher discard levels
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+ for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++)
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+ if (!process.data.SendPacket(m_client))
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+ {
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+ pq[h] -= (500000*i);
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+ break;
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+ }
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+ }
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+ // If the priority is less then -4 billion, the client has forgotten about it, pop it off
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+ if (pq[h] < -400000000)
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+ {
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+ RemoveItemFromQueue(pq[h].data.requestedUUID);
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+ continue;
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+ }
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+ }
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+
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+ //pq[h] = process;
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+ }
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+
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+ // uncomment the following line to see the upper most asset and the priority
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+ //Console.WriteLine(process.ToString());
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+
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+ // Lower priority to give the next image a chance to bubble up
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+ pq[h] -= 50000;
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+ }
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+ }
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+ }
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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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+ /// Callback for when the image has been decoded
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+ /// </summary>
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+ /// <param name="AssetId">The UUID of the Asset</param>
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+ /// <param name="layers">The Jpeg2000 discard level Layer start and end byte offsets Array. 0 elements for failed or no decoder</param>
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+ public void j2kDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
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+ {
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+ // are we shutting down? if so, end.
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+ if (m_shuttingdown)
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+ return;
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+
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+
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+ lock (PQHandles)
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+ {
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+ // Update our asset data
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+ if (PQHandles.ContainsKey(AssetId))
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+ {
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+ pq[PQHandles[AssetId]].data.Layers = layers;
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+ pq[PQHandles[AssetId]].data.J2KDecode = true;
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+ pq[PQHandles[AssetId]].data.J2KDecodeWaiting = false;
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+ lock (pq[PQHandles[AssetId]].data)
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+ pq[PQHandles[AssetId]].data.Update((int)pq[PQHandles[AssetId]].data.Priority, (int)pq[PQHandles[AssetId]].data.CurrentPacket);
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+
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+ // Send the first packet
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+ pq[PQHandles[AssetId]].data.SendPacket(m_client);
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+ }
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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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+ /// This image has had a good life. It's now expired. Remove it off the queue
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+ /// </summary>
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+ /// <param name="AssetId">UUID of asset to remove off the queue</param>
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+ private void RemoveItemFromQueue(UUID AssetId)
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+ {
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+ lock (PQHandles)
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+ {
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+ if (PQHandles.ContainsKey(AssetId))
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+ {
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+ IPriorityQueueHandle<Prio<J2KImage>> h = PQHandles[AssetId];
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+ PQHandles.Remove(AssetId);
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+ pq.Delete(h);
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+ }
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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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+ /// Adds an image to the queue and update priority
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+ /// if the item is already in the queue, just update the priority
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+ /// </summary>
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+ /// <param name="AssetId">UUID of the asset</param>
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+ /// <param name="priority">Priority to set</param>
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+ private void AddQueueItem(UUID AssetId, int priority)
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+ {
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+ IPriorityQueueHandle<Prio<J2KImage>> h = null;
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+
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+ lock (PQHandles)
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+ {
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+ if (PQHandles.ContainsKey(AssetId))
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+ {
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+ h = PQHandles[AssetId];
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+ pq[h] = pq[h].SetPriority(priority);
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+
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+ }
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+ else
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+ {
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+ J2KImage newreq = new J2KImage();
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+ newreq.requestedUUID = AssetId;
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+ pq.Add(ref h, new Prio<J2KImage>(newreq, priority));
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+ PQHandles.Add(AssetId, h);
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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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+ /// Okay, we're ending. Clean up on isle 9
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+ /// </summary>
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+ public void Close()
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+ {
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+ m_shuttingdown = true;
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+
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+ lock (pq)
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+ {
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+ while (!pq.IsEmpty)
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+ {
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+ pq.DeleteMin();
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+ }
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+ }
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+
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+
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+ lock (PQHandles)
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+ PQHandles.Clear();
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+ m_client = null;
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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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+ /// Image Data for this send
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+ /// Encapsulates the image sending data and method
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+ /// </summary>
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+ public class J2KImage
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+ {
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+ private AssetBase m_asset_ref = null;
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+ public volatile int LastPacketNum = 0;
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+ public volatile int DiscardLimit = 0;
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+ public volatile bool dataRequested = false;
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+ public OpenJPEG.J2KLayerInfo[] Layers = new OpenJPEG.J2KLayerInfo[0];
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+
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+ public const int FIRST_IMAGE_PACKET_SIZE = 600;
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+ public const int IMAGE_PACKET_SIZE = 1000;
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+
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+ public volatile int DiscardLevel;
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+ public float Priority;
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+ public volatile int CurrentPacket = 1;
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+ public volatile int StopPacket;
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+ public bool Missing = false;
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+ public bool J2KDecode = false;
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+ public bool J2KDecodeWaiting = false;
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+
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+ private volatile bool sendFirstPacket = true;
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+
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+ // Having this *AND* the AssetId allows us to remap asset data to AssetIds as necessary.
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+ public UUID requestedUUID = UUID.Zero;
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+
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+ public J2KImage(AssetBase asset)
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+ {
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+ m_asset_ref = asset;
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+ }
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+
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+ public J2KImage()
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+ {
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+
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+ }
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+
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+ public AssetBase asset
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+ {
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+ set { m_asset_ref = value; }
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+ }
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+
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+ // We make the asset a reference so that we don't duplicate the byte[]
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+ // it's read only anyway, so no worries here
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+ // we want to avoid duplicating the byte[] for the images at all costs to avoid memory bloat! :)
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+
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+ /// <summary>
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+ /// ID of the AssetBase
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+ /// </summary>
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+ public UUID AssetId
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+ {
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+ get { return m_asset_ref.FullID; }
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+ }
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+
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+ /// <summary>
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+ /// Asset Data
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+ /// </summary>
|
|
|
+ public byte[] Data
|
|
|
+ {
|
|
|
+ get { return m_asset_ref.Data; }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns true if we have the asset
|
|
|
+ /// </summary>
|
|
|
+ public bool HasData
|
|
|
+ {
|
|
|
+ get { return !(m_asset_ref == null); }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Called from the PriorityQueue handle .ToString(). Prints data on this asset
|
|
|
+ /// </summary>
|
|
|
+ /// <returns></returns>
|
|
|
+ public override string ToString()
|
|
|
+ {
|
|
|
+ return string.Format("ID:{0}, RD:{1}, CP:{2}", requestedUUID, HasData, CurrentPacket);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns the total number of packets needed to transfer this texture,
|
|
|
+ /// including the first packet of size FIRST_IMAGE_PACKET_SIZE
|
|
|
+ /// </summary>
|
|
|
+ /// <returns>Total number of packets needed to transfer this texture</returns>
|
|
|
+ public int TexturePacketCount()
|
|
|
+ {
|
|
|
+ if (!HasData)
|
|
|
+ return 0;
|
|
|
+ return ((m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns the current byte offset for this transfer, calculated from
|
|
|
+ /// the CurrentPacket
|
|
|
+ /// </summary>
|
|
|
+ /// <returns>Current byte offset for this transfer</returns>
|
|
|
+ public int CurrentBytePosition()
|
|
|
+ {
|
|
|
+ if (CurrentPacket == 0)
|
|
|
+ return 0;
|
|
|
+ if (CurrentPacket == 1)
|
|
|
+ return FIRST_IMAGE_PACKET_SIZE;
|
|
|
+
|
|
|
+ int result = FIRST_IMAGE_PACKET_SIZE + (CurrentPacket - 2) * IMAGE_PACKET_SIZE;
|
|
|
+ if (result < 0)
|
|
|
+ {
|
|
|
+ result = FIRST_IMAGE_PACKET_SIZE;
|
|
|
+ }
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Returns the size, in bytes, of the last packet. This will be somewhere
|
|
|
+ /// between 1 and IMAGE_PACKET_SIZE bytes
|
|
|
+ /// </summary>
|
|
|
+ /// <returns>Size of the last packet in the transfer</returns>
|
|
|
+ public int LastPacketSize()
|
|
|
+ {
|
|
|
+ if (CurrentPacket == 1)
|
|
|
+ return m_asset_ref.Data.Length;
|
|
|
+ return (m_asset_ref.Data.Length - FIRST_IMAGE_PACKET_SIZE) % IMAGE_PACKET_SIZE; // m_asset_ref.Data.Length - (FIRST_IMAGE_PACKET_SIZE + ((TexturePacketCount() - 1) * IMAGE_PACKET_SIZE));
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Find the packet number that contains a given byte position
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="bytePosition">Byte position</param>
|
|
|
+ /// <returns>Packet number that contains the given byte position</returns>
|
|
|
+ int GetPacketForBytePosition(int bytePosition)
|
|
|
+ {
|
|
|
+ return ((bytePosition - FIRST_IMAGE_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Updates the Image sending limits based on the discard
|
|
|
+ /// If we don't have any Layers, Send the full texture
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="discardLevel">jpeg2000 discard level. 5-0</param>
|
|
|
+ /// <param name="packet">Which packet to start from</param>
|
|
|
+ public void Update(int discardLevel, int packet)
|
|
|
+ {
|
|
|
+ //Requests for 0 means that the client wants us to resend the whole image
|
|
|
+ //Requests for -1 mean 'update priority but don't change discard level'
|
|
|
+
|
|
|
+ if (packet == 0 || packet == -1)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Check if we've got layers
|
|
|
+ if (Layers.Length > 0)
|
|
|
+ {
|
|
|
+ DiscardLevel = Util.Clamp<int>(discardLevel, 0, Layers.Length - 1);
|
|
|
+ StopPacket = GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
|
|
|
+ CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
|
|
|
+ // sendFirstPacket = true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // No layers, send full image
|
|
|
+ DiscardLevel = 0;
|
|
|
+ StopPacket = TexturePacketCount() - 1;
|
|
|
+ CurrentPacket = Util.Clamp<int>(packet, 1, TexturePacketCount() - 1);
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Sends a texture packet to the client.
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="client">Client to send texture to</param>
|
|
|
+ /// <returns>true if a packet was sent, false if not</returns>
|
|
|
+ public bool SendPacket(LLClientView client)
|
|
|
+ {
|
|
|
+ // If we've hit the end of the send or if the client set -1, return false.
|
|
|
+ if (CurrentPacket > StopPacket || StopPacket == -1)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ // The first packet contains up to 600 bytes and the details of the image. Number of packets, image size in bytes, etc.
|
|
|
+ // This packet only gets sent once unless we're restarting the transfer from 0!
|
|
|
+ if (sendFirstPacket)
|
|
|
+ {
|
|
|
+ sendFirstPacket = false;
|
|
|
+
|
|
|
+ // Do we have less then 1 packet's worth of data?
|
|
|
+ if (m_asset_ref.Data.Length <= FIRST_IMAGE_PACKET_SIZE)
|
|
|
+ {
|
|
|
+ // Send only 1 packet
|
|
|
+ client.SendImageFirstPart(1, requestedUUID , (uint)m_asset_ref.Data.Length, m_asset_ref.Data, 2);
|
|
|
+ CurrentPacket = 2; // Makes it so we don't come back to SendPacket and error trying to send a second packet
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+
|
|
|
+ // Send first packet
|
|
|
+ byte[] firstImageData = new byte[FIRST_IMAGE_PACKET_SIZE];
|
|
|
+ try { Buffer.BlockCopy(m_asset_ref.Data, 0, firstImageData, 0, FIRST_IMAGE_PACKET_SIZE); }
|
|
|
+ catch (Exception)
|
|
|
+ {
|
|
|
+ Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(), firstImageData.Length, FIRST_IMAGE_PACKET_SIZE));
|
|
|
+
|
|
|
+ //m_log.Error("Texture data copy failed on first packet for " + m_asset_ref.FullID.ToString());
|
|
|
+ //m_cancel = true;
|
|
|
+ //m_sending = false;
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ client.SendImageFirstPart((ushort)TexturePacketCount(), requestedUUID, (uint)m_asset_ref.Data.Length, firstImageData, 2);
|
|
|
+ ++CurrentPacket; // sets CurrentPacket to 1
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // figure out if we're on the last packet, if so, use the last packet size. If not, use 1000.
|
|
|
+ // we know that the total image size is greater then 1000 if we're here
|
|
|
+ int imagePacketSize = (CurrentPacket == (TexturePacketCount() ) ) ? LastPacketSize() : IMAGE_PACKET_SIZE;
|
|
|
+
|
|
|
+ //if (imagePacketSize > 0)
|
|
|
+ // imagePacketSize = IMAGE_PACKET_SIZE;
|
|
|
+ //if (imagePacketSize != 1000)
|
|
|
+ // Console.WriteLine("ENdPacket");
|
|
|
+ //Console.WriteLine(String.Format("srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize{3}", m_asset_ref.Data.Length, CurrentBytePosition(),0, imagePacketSize));
|
|
|
+
|
|
|
+
|
|
|
+ byte[] imageData = new byte[imagePacketSize];
|
|
|
+ try { Buffer.BlockCopy(m_asset_ref.Data, CurrentBytePosition(), imageData, 0, imagePacketSize); }
|
|
|
+ catch (Exception e)
|
|
|
+ {
|
|
|
+ Console.WriteLine(String.Format("Err: srcLen:{0}, BytePos:{1}, desLen:{2}, pktsize:{3}, currpak:{4}, stoppak:{5}, totalpak:{6}", m_asset_ref.Data.Length, CurrentBytePosition(),
|
|
|
+ imageData.Length, imagePacketSize, CurrentPacket,StopPacket,TexturePacketCount()));
|
|
|
+ System.Console.WriteLine(e.ToString());
|
|
|
+ //m_log.Error("Texture data copy failed for " + m_asset_ref.FullID.ToString());
|
|
|
+ //m_cancel = true;
|
|
|
+ //m_sending = false;
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Send next packet to the client
|
|
|
+ client.SendImageNextPart((ushort)(CurrentPacket - 1), requestedUUID, imageData);
|
|
|
+ ++CurrentPacket;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// Generic Priority Queue element
|
|
|
+ /// Contains a Priority and a Reference type Data Element
|
|
|
+ /// </summary>
|
|
|
+ /// <typeparam name="D">Reference type data element</typeparam>
|
|
|
+ struct Prio<D> : IComparable<Prio<D>> where D : class
|
|
|
+ {
|
|
|
+ public D data;
|
|
|
+ private int priority;
|
|
|
+
|
|
|
+ public Prio(D data, int priority)
|
|
|
+ {
|
|
|
+ this.data = data;
|
|
|
+ this.priority = priority;
|
|
|
+ }
|
|
|
+
|
|
|
+ public int CompareTo(Prio<D> that)
|
|
|
+ {
|
|
|
+ return this.priority.CompareTo(that.priority);
|
|
|
+ }
|
|
|
+
|
|
|
+ public bool Equals(Prio<D> that)
|
|
|
+ {
|
|
|
+ return this.priority == that.priority;
|
|
|
+ }
|
|
|
+
|
|
|
+ public static Prio<D> operator +(Prio<D> tp, int delta)
|
|
|
+ {
|
|
|
+ return new Prio<D>(tp.data, tp.priority + delta);
|
|
|
+ }
|
|
|
+
|
|
|
+ public static bool operator <(Prio<D> tp, int check)
|
|
|
+ {
|
|
|
+ return (tp.priority < check);
|
|
|
+ }
|
|
|
+
|
|
|
+ public static bool operator >(Prio<D> tp, int check)
|
|
|
+ {
|
|
|
+ return (tp.priority > check);
|
|
|
+ }
|
|
|
+
|
|
|
+ public static Prio<D> operator -(Prio<D> tp, int delta)
|
|
|
+ {
|
|
|
+ if (tp.priority - delta < 0)
|
|
|
+ return new Prio<D>(tp.data, tp.priority - delta);
|
|
|
+ else
|
|
|
+ return new Prio<D>(tp.data, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ public override String ToString()
|
|
|
+ {
|
|
|
+ return String.Format("{0}[{1}]", data, priority);
|
|
|
+ }
|
|
|
+
|
|
|
+ internal Prio<D> SetPriority(int pPriority)
|
|
|
+ {
|
|
|
+ return new Prio<D>(this.data, pPriority);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|