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- /*
- * Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim.Framework.Interfaces;
- using OpenSim.Framework.Types;
- namespace OpenSim.Region.Caches
- {
- public delegate void DownloadComplete(AssetCache.TextureSender sender);
- /// <summary>
- /// Manages local cache of assets and their sending to viewers.
- /// </summary>
- public class AssetCache : IAssetReceiver
- {
- public Dictionary<LLUUID, AssetInfo> Assets;
- public Dictionary<LLUUID, TextureImage> Textures;
- public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
- public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
- public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
- public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
- public Dictionary<LLUUID, TextureSender> SendingTextures = new Dictionary<LLUUID, TextureSender>();
- private IAssetServer _assetServer;
- private Thread _assetCacheThread;
- private LLUUID[] textureList = new LLUUID[5];
- /// <summary>
- ///
- /// </summary>
- public AssetCache(IAssetServer assetServer)
- {
- Console.WriteLine("Creating Asset cache");
- _assetServer = assetServer;
- _assetServer.SetReceiver(this);
- Assets = new Dictionary<LLUUID, AssetInfo>();
- Textures = new Dictionary<LLUUID, TextureImage>();
- this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
- this._assetCacheThread.IsBackground = true;
- this._assetCacheThread.Start();
- }
- public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey)
- {
- Console.WriteLine("Creating Asset cache");
- _assetServer = this.LoadAssetDll(assetServerDLLName);
- _assetServer.SetServerInfo(assetServerURL, assetServerKey);
- _assetServer.SetReceiver(this);
- Assets = new Dictionary<LLUUID, AssetInfo>();
- Textures = new Dictionary<LLUUID, TextureImage>();
- this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager));
- this._assetCacheThread.IsBackground = true;
- this._assetCacheThread.Start();
- }
- /// <summary>
- ///
- /// </summary>
- public void RunAssetManager()
- {
- while (true)
- {
- try
- {
- //Console.WriteLine("Asset cache loop");
- this.ProcessAssetQueue();
- this.ProcessTextureQueue();
- Thread.Sleep(500);
- }
- catch (Exception e)
- {
- Console.WriteLine(e.Message);
- }
- }
- }
- public void LoadDefaultTextureSet()
- {
- //hack: so we can give each user a set of textures
- textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001");
- textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002");
- textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003");
- textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004");
- textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005");
- for (int i = 0; i < textureList.Length; i++)
- {
- this._assetServer.RequestAsset(textureList[i], true);
- }
- }
- public AssetBase[] CreateNewInventorySet(LLUUID agentID)
- {
- AssetBase[] inventorySet = new AssetBase[this.textureList.Length];
- for (int i = 0; i < textureList.Length; i++)
- {
- if (this.Textures.ContainsKey(textureList[i]))
- {
- inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]);
- TextureImage image = new TextureImage(inventorySet[i]);
- this.Textures.Add(image.FullID, image);
- this._assetServer.UploadNewAsset(image); //save the asset to the asset server
- }
- }
- return inventorySet;
- }
- public AssetBase GetAsset(LLUUID assetID)
- {
- AssetBase asset = null;
- if (this.Textures.ContainsKey(assetID))
- {
- asset = this.Textures[assetID];
- }
- else if (this.Assets.ContainsKey(assetID))
- {
- asset = this.Assets[assetID];
- }
- return asset;
- }
- public void AddAsset(AssetBase asset)
- {
- // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated());
- if (asset.Type == 0)
- {
- //Console.WriteLine("which is a texture");
- if (!this.Textures.ContainsKey(asset.FullID))
- { //texture
- TextureImage textur = new TextureImage(asset);
- this.Textures.Add(textur.FullID, textur);
- this._assetServer.UploadNewAsset(asset);
- }
- }
- else
- {
- if (!this.Assets.ContainsKey(asset.FullID))
- {
- AssetInfo assetInf = new AssetInfo(asset);
- this.Assets.Add(assetInf.FullID, assetInf);
- this._assetServer.UploadNewAsset(asset);
- }
- }
- }
- /// <summary>
- ///
- /// </summary>
- private void ProcessTextureQueue()
- {
- if (this.TextureRequests.Count == 0)
- {
- //no requests waiting
- return;
- }
- int num;
- num = this.TextureRequests.Count;
- AssetRequest req;
- for (int i = 0; i < num; i++)
- {
- req = (AssetRequest)this.TextureRequests[i];
- if (!this.SendingTextures.ContainsKey(req.ImageInfo.FullID))
- {
- TextureSender sender = new TextureSender(req);
- sender.OnComplete += this.TextureSent;
- lock (this.SendingTextures)
- {
- this.SendingTextures.Add(req.ImageInfo.FullID, sender);
- }
- }
- }
- this.TextureRequests.Clear();
- }
- /// <summary>
- /// Event handler, called by a TextureSender object to say that texture has been sent
- /// </summary>
- /// <param name="sender"></param>
- public void TextureSent(TextureSender sender)
- {
- if (this.SendingTextures.ContainsKey(sender.request.ImageInfo.FullID))
- {
- lock (this.SendingTextures)
- {
- this.SendingTextures.Remove(sender.request.ImageInfo.FullID);
- }
- }
- }
- public void AssetReceived(AssetBase asset, bool IsTexture)
- {
- if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
- {
- //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);
- this.Textures.Add(image.FullID, image);
- if (this.RequestedTextures.ContainsKey(image.FullID))
- {
- AssetRequest req = this.RequestedTextures[image.FullID];
- req.ImageInfo = image;
- if (image.Data.LongLength > 600)
- {
- //over 600 bytes so split up file
- req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000;
- }
- else
- {
- req.NumPackets = 1;
- }
- this.RequestedTextures.Remove(image.FullID);
- this.TextureRequests.Add(req);
- }
- }
- else
- {
- AssetInfo assetInf = new AssetInfo(asset);
- this.Assets.Add(assetInf.FullID, assetInf);
- if (this.RequestedAssets.ContainsKey(assetInf.FullID))
- {
- AssetRequest req = this.RequestedAssets[assetInf.FullID];
- req.AssetInf = assetInf;
- if (assetInf.Data.LongLength > 600)
- {
- //over 600 bytes so split up file
- req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
- }
- else
- {
- req.NumPackets = 1;
- }
- this.RequestedAssets.Remove(assetInf.FullID);
- this.AssetRequests.Add(req);
- }
- }
- }
- }
- public void AssetNotFound(AssetBase asset)
- {
- //the asset server had no knowledge of requested asset
- }
- #region Assets
- /// <summary>
- ///
- /// </summary>
- /// <param name="userInfo"></param>
- /// <param name="transferRequest"></param>
- public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
- {
- LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0);
- //check to see if asset is in local cache, if not we need to request it from asset server.
- if (!this.Assets.ContainsKey(requestID))
- {
- //not found asset
- // so request from asset server
- if (!this.RequestedAssets.ContainsKey(requestID))
- {
- AssetRequest request = new AssetRequest();
- request.RequestUser = userInfo;
- request.RequestAssetID = requestID;
- request.TransferRequestID = transferRequest.TransferInfo.TransferID;
- this.RequestedAssets.Add(requestID, request);
- this._assetServer.RequestAsset(requestID, false);
- }
- return;
- }
- //it is in our cache
- AssetInfo asset = this.Assets[requestID];
- //work out how many packets it should be sent in
- // and add to the AssetRequests list
- AssetRequest req = new AssetRequest();
- req.RequestUser = userInfo;
- req.RequestAssetID = requestID;
- req.TransferRequestID = transferRequest.TransferInfo.TransferID;
- req.AssetInf = asset;
- if (asset.Data.LongLength > 600)
- {
- //over 600 bytes so split up file
- req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
- }
- else
- {
- req.NumPackets = 1;
- }
- this.AssetRequests.Add(req);
- }
- /// <summary>
- ///
- /// </summary>
- private void ProcessAssetQueue()
- {
- if (this.AssetRequests.Count == 0)
- {
- //no requests waiting
- return;
- }
- int num;
- if (this.AssetRequests.Count < 5)
- {
- //lower than 5 so do all of them
- num = this.AssetRequests.Count;
- }
- else
- {
- num = 5;
- }
- AssetRequest req;
- for (int i = 0; i < num; i++)
- {
- req = (AssetRequest)this.AssetRequests[i];
- TransferInfoPacket Transfer = new TransferInfoPacket();
- Transfer.TransferInfo.ChannelType = 2;
- Transfer.TransferInfo.Status = 0;
- Transfer.TransferInfo.TargetType = 0;
- Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
- Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
- Transfer.TransferInfo.TransferID = req.TransferRequestID;
- req.RequestUser.OutPacket(Transfer);
- 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;
- req.RequestUser.OutPacket(TransferPacket);
- }
- else
- {
- //more than one packet so split file up , for now it can't be bigger than 2000 bytes
- TransferPacketPacket TransferPacket = new TransferPacketPacket();
- TransferPacket.TransferData.Packet = 0;
- TransferPacket.TransferData.ChannelType = 2;
- TransferPacket.TransferData.TransferID = req.TransferRequestID;
- byte[] chunk = new byte[1000];
- Array.Copy(req.AssetInf.Data, chunk, 1000);
- TransferPacket.TransferData.Data = chunk;
- TransferPacket.TransferData.Status = 0;
- req.RequestUser.OutPacket(TransferPacket);
- TransferPacket = new TransferPacketPacket();
- TransferPacket.TransferData.Packet = 1;
- TransferPacket.TransferData.ChannelType = 2;
- TransferPacket.TransferData.TransferID = req.TransferRequestID;
- byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)];
- Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
- TransferPacket.TransferData.Data = chunk1;
- TransferPacket.TransferData.Status = 1;
- req.RequestUser.OutPacket(TransferPacket);
- }
- }
- //remove requests that have been completed
- for (int i = 0; i < num; i++)
- {
- this.AssetRequests.RemoveAt(0);
- }
- }
- public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset)
- {
- AssetInfo newAsset = new AssetInfo();
- newAsset.Data = new byte[sourceAsset.Data.Length];
- Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length);
- newAsset.FullID = LLUUID.Random();
- newAsset.Type = sourceAsset.Type;
- newAsset.InvType = sourceAsset.InvType;
- return (newAsset);
- }
- #endregion
- #region Textures
- /// <summary>
- ///
- /// </summary>
- /// <param name="userInfo"></param>
- /// <param name="imageID"></param>
- public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID)
- {
- //Console.WriteLine("texture request for " + imageID.ToStringHyphenated());
- //check to see if texture is in local cache, if not request from asset server
- if (!this.Textures.ContainsKey(imageID))
- {
- if (!this.RequestedTextures.ContainsKey(imageID))
- {
- //not is cache so request from asset server
- AssetRequest request = new AssetRequest();
- request.RequestUser = userInfo;
- request.RequestAssetID = imageID;
- request.IsTextureRequest = true;
- this.RequestedTextures.Add(imageID, request);
- this._assetServer.RequestAsset(imageID, true);
- }
- return;
- }
- //Console.WriteLine("texture already in cache");
- TextureImage imag = this.Textures[imageID];
- AssetRequest req = new AssetRequest();
- req.RequestUser = userInfo;
- req.RequestAssetID = imageID;
- req.IsTextureRequest = true;
- req.ImageInfo = imag;
- if (imag.Data.LongLength > 600)
- {
- //over 600 bytes so split up file
- req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000;
- }
- else
- {
- req.NumPackets = 1;
- }
- this.TextureRequests.Add(req);
- }
- public TextureImage CloneImage(LLUUID newOwner, TextureImage source)
- {
- TextureImage newImage = new TextureImage();
- newImage.Data = new byte[source.Data.Length];
- Array.Copy(source.Data, newImage.Data, source.Data.Length);
- //newImage.filename = source.filename;
- newImage.FullID = LLUUID.Random();
- newImage.Name = source.Name;
- return (newImage);
- }
- #endregion
- private IAssetServer LoadAssetDll(string dllName)
- {
- Assembly pluginAssembly = Assembly.LoadFrom(dllName);
- IAssetServer server = null;
- foreach (Type pluginType in pluginAssembly.GetTypes())
- {
- if (pluginType.IsPublic)
- {
- if (!pluginType.IsAbstract)
- {
- Type typeInterface = pluginType.GetInterface("IAssetPlugin", true);
- if (typeInterface != null)
- {
- IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
- server = plug.GetAssetServer();
- break;
- }
- typeInterface = null;
- }
- }
- }
- pluginAssembly = null;
- return server;
- }
- 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 bool AssetInCache;
- //public int TimeRequested;
- 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 TextureSender
- {
- public AssetRequest request;
- public event DownloadComplete OnComplete;
- Thread m_thread;
- public TextureSender(AssetRequest req)
- {
- request = req;
- //Console.WriteLine("creating worker thread for texture " + req.ImageInfo.FullID.ToStringHyphenated());
- //Console.WriteLine("texture data length is " + req.ImageInfo.Data.Length);
- // Console.WriteLine("in " + req.NumPackets + " packets");
- //ThreadPool.QueueUserWorkItem(new WaitCallback(SendTexture), new object());
- //need some sort of custom threadpool here, as using the .net one, overloads it and stops the handling of incoming packets etc
- //but don't really want to create a thread for every texture download
- m_thread = new Thread(new ThreadStart(SendTexture));
- m_thread.IsBackground = true;
- m_thread.Start();
- }
- public void SendTexture()
- {
- //Console.WriteLine("starting to send sending texture " + request.ImageInfo.FullID.ToStringHyphenated());
- while (request.PacketCounter != request.NumPackets)
- {
- SendPacket();
- Thread.Sleep(500);
- }
- //Console.WriteLine("finished sending texture " + request.ImageInfo.FullID.ToStringHyphenated());
- if (OnComplete != null)
- {
- OnComplete(this);
- }
- }
- public void SendPacket()
- {
- AssetRequest req = request;
- // Console.WriteLine("sending " + req.ImageInfo.FullID);
- // if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
- if (req.PacketCounter == 0)
- {
- //first time for this request so send imagedata packet
- if (req.NumPackets == 1)
- {
- //only one packet so send whole file
- ImageDataPacket im = new ImageDataPacket();
- im.ImageID.Packets = 1;
- im.ImageID.ID = req.ImageInfo.FullID;
- im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
- im.ImageData.Data = req.ImageInfo.Data;
- im.ImageID.Codec = 2;
- req.RequestUser.OutPacket(im);
- req.PacketCounter++;
- //req.ImageInfo.l= time;
- //System.Console.WriteLine("sent texture: " + req.ImageInfo.FullID);
- // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated());
- }
- else
- {
- //more than one packet so split file up
- ImageDataPacket im = new ImageDataPacket();
- im.ImageID.Packets = (ushort)req.NumPackets;
- im.ImageID.ID = req.ImageInfo.FullID;
- im.ImageID.Size = (uint)req.ImageInfo.Data.Length;
- im.ImageData.Data = new byte[600];
- Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600);
- im.ImageID.Codec = 2;
- req.RequestUser.OutPacket(im);
- req.PacketCounter++;
- //req.ImageInfo.last_used = time;
- //System.Console.WriteLine("sent first packet of texture:
- // Console.WriteLine("sending packet 1 for " + req.ImageInfo.FullID.ToStringHyphenated());
- }
- }
- else
- {
- //Console.WriteLine("sending packet" + req.PacketCounter + "for " + req.ImageInfo.FullID.ToStringHyphenated());
- //send imagepacket
- //more than one packet so split file up
- ImagePacketPacket im = new ImagePacketPacket();
- im.ImageID.Packet = (ushort)req.PacketCounter;
- im.ImageID.ID = req.ImageInfo.FullID;
- int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1);
- if (size > 1000) size = 1000;
- im.ImageData.Data = new byte[size];
- Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size);
- req.RequestUser.OutPacket(im);
- req.PacketCounter++;
- //req.ImageInfo.last_used = time;
- //System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID);
- }
- }
- }
- }
- }
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