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