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- /*
- * 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 System.Reflection;
- using System.Threading;
- using libsecondlife;
- using libsecondlife.Packets;
- using log4net;
- using OpenSim.Framework.Statistics;
- namespace OpenSim.Framework.Communications.Cache
- {
- public delegate void AssetRequestCallback(LLUUID assetID, AssetBase asset);
- /// <summary>
- /// Manages local cache of assets and their sending to viewers.
- ///
- /// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
- /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
- /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
- /// AssetNotFound(), which means they do share the same asset and texture caches.
- ///
- /// TODO Assets in this cache are effectively immortal (they are never disposed off through old age).
- /// This is not a huge problem at the moment since other memory use usually dwarfs that used by assets
- /// but it's something to bear in mind.
- /// </summary>
- public class AssetCache : IAssetReceiver
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// The cache of assets. This does not include textures.
- /// </summary>
- private Dictionary<LLUUID, AssetInfo> Assets;
- /// <summary>
- /// The cache of textures.
- /// </summary>
- private Dictionary<LLUUID, TextureImage> Textures;
- /// <summary>
- /// Assets requests which are waiting for asset server data. This includes texture requests
- /// </summary>
- private Dictionary<LLUUID, AssetRequest> RequestedAssets;
- /// <summary>
- /// Asset requests with data which are ready to be sent back to requesters. This includes textures.
- /// </summary>
- private List<AssetRequest> AssetRequests;
- /// <summary>
- /// Until the asset request is fulfilled, each asset request is associated with a list of requesters
- /// </summary>
- private Dictionary<LLUUID, AssetRequestsList> RequestLists;
- private readonly IAssetServer m_assetServer;
- private readonly Thread m_assetCacheThread;
- /// <summary>
- /// Report statistical data.
- /// </summary>
- public void ShowState()
- {
- m_log.InfoFormat("Assets:{0} Textures:{1} RequestLists:{2}",
- Assets.Count,
- Textures.Count,
- // AssetRequests.Count,
- // RequestedAssets.Count,
- RequestLists.Count);
- int temporaryImages = 0;
- int temporaryAssets = 0;
- long imageBytes = 0;
- long assetBytes = 0;
- foreach (TextureImage texture in Textures.Values)
- {
- if (texture != null)
- {
- if (texture.Temporary)
- {
- temporaryImages++;
- }
- imageBytes += texture.Data.GetLongLength(0);
- }
- }
- foreach (AssetInfo asset in Assets.Values)
- {
- if (asset != null)
- {
- if (asset.Temporary)
- {
- temporaryAssets++;
- }
- assetBytes += asset.Data.GetLongLength(0);
- }
- }
- m_log.InfoFormat("Temporary Images: {0} Temporary Assets: {1}",
- temporaryImages,
- temporaryAssets);
- m_log.InfoFormat("Image data: {0}kb Asset data: {1}kb",
- imageBytes / 1024,
- assetBytes / 1024);
- }
- /// <summary>
- /// Clear the asset cache.
- /// </summary>
- public void Clear()
- {
- m_log.Info("[ASSET CACHE]: Clearing Asset cache");
- Initialize();
- }
- /// <summary>
- /// Initialize the cache.
- /// </summary>
- private void Initialize()
- {
- Assets = new Dictionary<LLUUID, AssetInfo>();
- Textures = new Dictionary<LLUUID, TextureImage>();
- AssetRequests = new List<AssetRequest>();
- RequestedAssets = new Dictionary<LLUUID, AssetRequest>();
- RequestLists = new Dictionary<LLUUID, AssetRequestsList>();
- }
- /// <summary>
- /// Constructor. Initialize will need to be called separately.
- /// </summary>
- /// <param name="assetServer"></param>
- public AssetCache(IAssetServer assetServer)
- {
- m_log.Info("[ASSET CACHE]: Creating Asset cache");
- Initialize();
- m_assetServer = assetServer;
- m_assetServer.SetReceiver(this);
- m_assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
- m_assetCacheThread.Name = "AssetCacheThread";
- m_assetCacheThread.IsBackground = true;
- m_assetCacheThread.Start();
- ThreadTracker.Add(m_assetCacheThread);
- }
- /// <summary>
- /// Process the asset queue which holds data which is packeted up and sent
- /// directly back to the client.
- /// </summary>
- public void RunAssetManager()
- {
- while (true)
- {
- try
- {
- ProcessAssetQueue();
- Thread.Sleep(500);
- }
- catch (Exception e)
- {
- m_log.Error("[ASSET CACHE]: " + e.ToString());
- }
- }
- }
- /// <summary>
- /// Only get an asset if we already have it in the cache.
- /// </summary>
- /// <param name="assetId"></param></param>
- /// <returns></returns>
- //private AssetBase GetCachedAsset(LLUUID assetId)
- //{
- // AssetBase asset = null;
- // if (Textures.ContainsKey(assetId))
- // {
- // asset = Textures[assetId];
- // }
- // else if (Assets.ContainsKey(assetId))
- // {
- // asset = Assets[assetId];
- // }
- // return asset;
- //}
- private bool TryGetCachedAsset(LLUUID assetId, out AssetBase asset)
- {
- if (Textures.ContainsKey(assetId))
- {
- asset = Textures[assetId];
- return true;
- }
- else if (Assets.ContainsKey(assetId))
- {
- asset = Assets[assetId];
- return true;
- }
- asset = null;
- return false;
- }
- /// <summary>
- /// Asynchronously retrieve an asset.
- /// </summary>
- /// <param name="assetId"></param>
- /// <param name="callback">
- /// A callback invoked when the asset has either been found or not found.
- /// If the asset was found this is called with the asset UUID and the asset data
- /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
- public void GetAsset(LLUUID assetId, AssetRequestCallback callback, bool isTexture)
- {
- //m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
- // Xantor 20080526:
- // if a request is made for an asset which is not in the cache yet, but has already been requested by
- // something else, queue up the callbacks on that requestor instead of swamping the assetserver
- // with multiple requests for the same asset.
- AssetBase asset;
- if (TryGetCachedAsset(assetId, out asset))
- {
- callback(assetId, asset);
- }
- else
- {
- #if DEBUG
- // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
- #endif
- NewAssetRequest req = new NewAssetRequest(assetId, callback);
- AssetRequestsList requestList;
- lock (RequestLists)
- {
- if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
- {
- // m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
- // add to callbacks for this assetId
- RequestLists[assetId].Requests.Add(req);
- }
- else
- {
- // m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
- requestList = new AssetRequestsList(assetId);
- RequestLists.Add(assetId, requestList);
- requestList.Requests.Add(req);
- m_assetServer.RequestAsset(assetId, isTexture);
- }
- }
- /* Old code doesn't handle duplicate requests right
- NewAssetRequest req = new NewAssetRequest(assetId, callback);
- // Make sure we always have a request list to which to add the asset
- AssetRequestsList requestList;
- lock (RequestLists)
- {
- // m_log.Info("AssetCache: Lock taken on requestLists (GetAsset)");
- if (!RequestLists.TryGetValue(assetId, out requestList))
- {
- requestList = new AssetRequestsList(assetId);
- RequestLists.Add(assetId, requestList);
- }
- }
- // m_log.Info("AssetCache: Lock released on requestLists (GetAsset)");
- requestList.Requests.Add(req);
- m_assetServer.RequestAsset(assetId, isTexture);
- */
- }
- }
- /// <summary>
- /// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
- /// load it into the cache.
- ///
- /// XXX We'll keep polling the cache until we get the asset or we exceed
- /// the allowed number of polls. This isn't a very good way of doing things since a single thread
- /// is processing inbound packets, so if the asset server is slow, we could block this for up to
- /// the timeout period. What we might want to do is register asynchronous callbacks on asset
- /// receipt in the same manner as the TextureDownloadModule. Of course,
- /// a timeout before asset receipt usually isn't fatal, the operation will work on the retry when the
- /// asset is much more likely to have made it into the cache.
- /// </summary>
- /// <param name="assetID"></param>
- /// <param name="isTexture"></param>
- /// <returns>null if the asset could not be retrieved</returns>
- public AssetBase GetAsset(LLUUID assetID, bool isTexture)
- {
- // I'm not going over 3 seconds since this will be blocking processing of all the other inbound
- // packets from the client.
- int pollPeriod = 200;
- int maxPolls = 15;
- AssetBase asset;
- if (TryGetCachedAsset(assetID, out asset))
- {
- return asset;
- }
- else
- {
- m_assetServer.RequestAsset(assetID, isTexture);
- do
- {
- Thread.Sleep(pollPeriod);
- if (TryGetCachedAsset(assetID, out asset))
- {
- return asset;
- }
- } while (--maxPolls > 0);
- m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
- isTexture ? "texture" : "asset", assetID.ToString());
- return null;
- }
- }
- /// <summary>
- /// Add an asset to both the persistent store and the cache.
- /// </summary>
- /// <param name="asset"></param>
- public void AddAsset(AssetBase asset)
- {
- if (asset.Type == 0)
- {
- if (!Textures.ContainsKey(asset.FullID))
- {
- TextureImage textur = new TextureImage(asset);
- Textures.Add(textur.FullID, textur);
- if (StatsManager.SimExtraStats != null)
- StatsManager.SimExtraStats.AddTexture(textur);
- if (!asset.Temporary)
- {
- m_assetServer.StoreAndCommitAsset(asset);
- }
- }
- }
- else
- {
- if (!Assets.ContainsKey(asset.FullID))
- {
- AssetInfo assetInf = new AssetInfo(asset);
- Assets.Add(assetInf.FullID, assetInf);
- if (StatsManager.SimExtraStats != null)
- StatsManager.SimExtraStats.AddAsset(assetInf);
- if (!asset.Temporary)
- {
- m_assetServer.StoreAndCommitAsset(asset);
- }
- }
- }
- }
- // See IAssetReceiver
- public void AssetReceived(AssetBase asset, bool IsTexture)
- {
- //check if it is a texture or not
- //then add to the correct cache list
- //then check for waiting requests for this asset/texture (in the Requested lists)
- //and move those requests into the Requests list.
- if (IsTexture)
- {
- TextureImage image = new TextureImage(asset);
- if (!Textures.ContainsKey(image.FullID))
- {
- Textures.Add(image.FullID, image);
- if (StatsManager.SimExtraStats != null)
- {
- StatsManager.SimExtraStats.AddTexture(image);
- }
- }
- }
- else
- {
- AssetInfo assetInf = new AssetInfo(asset);
- if (!Assets.ContainsKey(assetInf.FullID))
- {
- Assets.Add(assetInf.FullID, assetInf);
- if (StatsManager.SimExtraStats != null)
- {
- StatsManager.SimExtraStats.AddAsset(assetInf);
- }
- if (RequestedAssets.ContainsKey(assetInf.FullID))
- {
- AssetRequest req = RequestedAssets[assetInf.FullID];
- req.AssetInf = assetInf;
- req.NumPackets = CalculateNumPackets(assetInf.Data);
- RequestedAssets.Remove(assetInf.FullID);
- AssetRequests.Add(req);
- }
- }
- }
- // Notify requesters for this asset
- if (RequestLists.ContainsKey(asset.FullID))
- {
- AssetRequestsList reqList = null;
- lock (RequestLists)
- {
- //m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #1)");
- reqList = RequestLists[asset.FullID];
- }
- //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #1)");
- if (reqList != null)
- {
- //making a copy of the list is not ideal
- //but the old method of locking around this whole block of code was causing a multi-thread lock
- //between this and the TextureDownloadModule
- //while the localAsset thread running this and trying to send a texture to the callback in the
- //texturedownloadmodule , and hitting a lock in there. While the texturedownload thread (which was holding
- // the lock in the texturedownload module) was trying to
- //request a new asset and hitting a lock in here on the RequestLists.
- List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
- reqList.Requests.Clear();
- lock (RequestLists)
- {
- // m_log.Info("AssetCache: Lock taken on requestLists (AssetReceived #2)");
- RequestLists.Remove(asset.FullID);
- }
- //m_log.Info("AssetCache: Lock released on requestLists (AssetReceived #2)");
- foreach (NewAssetRequest req in theseRequests)
- {
- // Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
- // m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
- req.Callback(asset.FullID, asset);
- }
- }
- }
- }
- // See IAssetReceiver
- public void AssetNotFound(LLUUID assetID, bool IsTexture)
- {
- //m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetID);
- if (IsTexture)
- {
- Textures[assetID] = null;
- }
- else
- {
- Assets[assetID] = null;
- }
- // Notify requesters for this asset
- AssetRequestsList reqList = null;
- lock (RequestLists)
- {
- // m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #1)");
- if (RequestLists.ContainsKey(assetID))
- {
- reqList = RequestLists[assetID];
- }
- }
- // m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #1)");
- if (reqList != null)
- {
- List<NewAssetRequest> theseRequests = new List<NewAssetRequest>(reqList.Requests);
- reqList.Requests.Clear();
- lock (RequestLists)
- {
- // m_log.Info("AssetCache: Lock taken on requestLists (AssetNotFound #2)");
- RequestLists.Remove(assetID);
- }
- // m_log.Info("AssetCache: Lock released on requestLists (AssetNotFound #2)");
- foreach (NewAssetRequest req in theseRequests)
- {
- req.Callback(assetID, null);
- }
- }
- }
- /// <summary>
- /// 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;
- }
- // 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;
- for (int i = 0; i < num; i++)
- {
- req = (AssetRequest)AssetRequests[i];
- //Console.WriteLine("sending asset " + req.RequestAssetID);
- TransferInfoPacket Transfer = new TransferInfoPacket();
- Transfer.TransferInfo.ChannelType = 2;
- Transfer.TransferInfo.Status = 0;
- Transfer.TransferInfo.TargetType = 0;
- if (req.AssetRequestSource == 2)
- {
- Transfer.TransferInfo.Params = new byte[20];
- Array.Copy(req.RequestAssetID.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
- int assType = (int)req.AssetInf.Type;
- Array.Copy(Helpers.IntToBytes(assType), 0, Transfer.TransferInfo.Params, 16, 4);
- }
- else if (req.AssetRequestSource == 3)
- {
- Transfer.TransferInfo.Params = req.Params;
- // Transfer.TransferInfo.Params = new byte[100];
- //Array.Copy(req.RequestUser.AgentId.GetBytes(), 0, Transfer.TransferInfo.Params, 0, 16);
- //Array.Copy(req.RequestUser.SessionId.GetBytes(), 0, Transfer.TransferInfo.Params, 16, 16);
- }
- Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
- Transfer.TransferInfo.TransferID = req.TransferRequestID;
- Transfer.Header.Zerocoded = true;
- req.RequestUser.OutPacket(Transfer, ThrottleOutPacketType.Asset);
- if (req.NumPackets == 1)
- {
- TransferPacketPacket TransferPacket = new TransferPacketPacket();
- TransferPacket.TransferData.Packet = 0;
- TransferPacket.TransferData.ChannelType = 2;
- TransferPacket.TransferData.TransferID = req.TransferRequestID;
- TransferPacket.TransferData.Data = req.AssetInf.Data;
- TransferPacket.TransferData.Status = 1;
- TransferPacket.Header.Zerocoded = true;
- req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
- }
- else
- {
- int processedLength = 0;
- // libsecondlife hardcodes 1500 as the maximum data chunk size
- int maxChunkSize = 1250;
- int packetNumber = 0;
- while (processedLength < req.AssetInf.Data.Length)
- {
- TransferPacketPacket TransferPacket = new TransferPacketPacket();
- TransferPacket.TransferData.Packet = packetNumber;
- TransferPacket.TransferData.ChannelType = 2;
- TransferPacket.TransferData.TransferID = req.TransferRequestID;
- int chunkSize = Math.Min(req.AssetInf.Data.Length - processedLength, maxChunkSize);
- byte[] chunk = new byte[chunkSize];
- Array.Copy(req.AssetInf.Data, processedLength, chunk, 0, chunk.Length);
- TransferPacket.TransferData.Data = chunk;
- // 0 indicates more packets to come, 1 indicates last packet
- if (req.AssetInf.Data.Length - processedLength > maxChunkSize)
- {
- TransferPacket.TransferData.Status = 0;
- }
- else
- {
- TransferPacket.TransferData.Status = 1;
- }
- TransferPacket.Header.Zerocoded = true;
- req.RequestUser.OutPacket(TransferPacket, ThrottleOutPacketType.Asset);
- processedLength += chunkSize;
- packetNumber++;
- }
- }
- }
- //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;
- InvType = aBase.InvType;
- 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;
- InvType = aBase.InvType;
- 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;
- }
- }
- }
- }
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