123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327 |
- /*
- * 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 OpenSimulator 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.Threading;
- using System.Collections.Generic;
- using OpenMetaverse;
- using OpenMetaverse.Imaging;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Services.Interfaces;
- using log4net;
- using System.Reflection;
- namespace OpenSim.Region.ClientStack.LindenUDP
- {
- public class LLImageManager
- {
-
- //Public interfaces:
- //Constructor - (LLClientView, IAssetCache, IJ2KDecoder);
- //void EnqueueReq - (TextureRequestArgs)
- //ProcessImageQueue
- //Close
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private bool m_shuttingdown = false;
- private long m_lastloopprocessed = 0;
- private LLClientView m_client; //Client we're assigned to
- private IAssetService m_assetCache; //Asset Cache
- private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
- private readonly AssetBase m_missingsubstitute; //Sustitute for bad decodes
- private Dictionary<UUID,J2KImage> m_imagestore; // Our main image storage dictionary
- private SortedList<double,UUID> m_priorities; // For fast image lookup based on priority
- private Dictionary<int, int> m_priorityresolver; //Enabling super fast assignment of images with the same priorities
- private const double doubleMinimum = .0000001;
- public int m_outstandingtextures = 0;
- //Constructor
- public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
- {
-
- m_imagestore = new Dictionary<UUID,J2KImage>();
- m_priorities = new SortedList<double,UUID>();
- m_priorityresolver = new Dictionary<int, int>();
- m_client = client;
- m_assetCache = pAssetCache;
- if (pAssetCache != null)
- m_missingsubstitute = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
- else
- m_log.Error("[ClientView] - couldn't set missing image, all manner of things will probably break");
- m_j2kDecodeModule = pJ2kDecodeModule;
- }
- public void EnqueueReq(TextureRequestArgs newRequest)
- {
- //newRequest is the properties of our new texture fetch request.
- //Basically, here is where we queue up "new" requests..
- // .. or modify existing requests to suit.
- //Make sure we're not shutting down..
- if (!m_shuttingdown)
- {
- //Do we already know about this UUID?
- if (m_imagestore.ContainsKey(newRequest.RequestedAssetID))
- {
- //Check the packet sequence to make sure this isn't older than
- //one we've already received
- J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID];
- // This is the inbound request sequence number. We can ignore
- // "old" ones.
- if (newRequest.requestSequence > imgrequest.m_lastSequence)
- {
- imgrequest.m_lastSequence = newRequest.requestSequence;
- //Check the priority
- double priority = imgrequest.m_requestedPriority;
- if (priority != newRequest.Priority)
- {
- //Remove the old priority
- m_priorities.Remove(imgrequest.m_designatedPriorityKey);
- //Assign a new unique priority
- imgrequest.m_requestedPriority = newRequest.Priority;
- imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
- }
- //Update the requested discard level
- imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
- //Update the requested packet number
- imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
- //Check if this will create an outstanding texture request
- bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel;
- //Run an update
- imgrequest.RunUpdate();
- if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded)
- {
- Interlocked.Increment(ref m_outstandingtextures);
- }
- }
- }
- else
- {
- J2KImage imgrequest = new J2KImage(this);
- //Assign our missing substitute
- imgrequest.m_MissingSubstitute = m_missingsubstitute;
- //Assign our decoder module
- imgrequest.m_j2kDecodeModule = m_j2kDecodeModule;
- //Assign our asset cache module
- imgrequest.m_assetCache = m_assetCache;
- //Assign a priority based on our request
- imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority);
- //Assign the requested discard level
- imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel;
- //Assign the requested packet number
- imgrequest.m_requestedPacketNumber = newRequest.PacketNumber;
- //Assign the requested priority
- imgrequest.m_requestedPriority = newRequest.Priority;
- //Assign the asset uuid
- imgrequest.m_requestedUUID = newRequest.RequestedAssetID;
- m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest);
- //Run an update
- imgrequest.RunUpdate();
- }
- }
- }
- private double AssignPriority(UUID pAssetID, double pPriority)
- {
-
- //First, find out if we can just assign directly
- if (m_priorityresolver.ContainsKey((int)pPriority) == false)
- {
- m_priorities.Add((double)((int)pPriority), pAssetID);
- m_priorityresolver.Add((int)pPriority, 0);
- return (double)((int)pPriority);
- }
- else
- {
- //Use the hash lookup goodness of a secondary dictionary to find a free slot
- double mFreePriority = ((int)pPriority) + (doubleMinimum * (m_priorityresolver[(int)pPriority] + 1));
- m_priorities[mFreePriority] = pAssetID;
- m_priorityresolver[(int)pPriority]++;
- return mFreePriority;
- }
- }
- public bool ProcessImageQueue(int count, int maxpack)
- {
- // this can happen during Close()
- if (m_client == null)
- return false;
-
- //Count is the number of textures we want to process in one go.
- //As part of this class re-write, that number will probably rise
- //since we're processing in a more efficient manner.
-
- int numCollected = 0;
- //Calculate our threshold
- int threshold;
- if (m_lastloopprocessed == 0)
- {
- if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
- return false;
- //This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
- threshold = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
- m_lastloopprocessed = DateTime.Now.Ticks;
- }
- else
- {
- double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
- throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;
-
- //Average of 1000 bytes per packet
- throttleseconds = throttleseconds / 1000;
-
- //Safe-zone multiplier of 2.0
- threshold = (int)(throttleseconds * 2.0);
- m_lastloopprocessed = DateTime.Now.Ticks;
-
- }
-
- if (threshold < 10)
- {
- threshold = 10;
- }
- if (m_client.PacketHandler == null)
- return false;
- if (m_client.PacketHandler.PacketQueue == null)
- return false;
- //First of all make sure our packet queue isn't above our threshold
- //Uncomment this to see what the texture stack is doing
- //m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
- if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0)
- {
- bool justreset = false;
-
- for (int x = m_priorities.Count - 1; x > -1; x--)
- {
-
- J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
- if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
- {
- numCollected++;
- //SendPackets will send up to ten packets per cycle
- if (imagereq.SendPackets(m_client, maxpack))
- {
- //Send complete
- if (!imagereq.m_completedSendAtCurrentDiscardLevel)
- {
- imagereq.m_completedSendAtCurrentDiscardLevel = true;
- Interlocked.Decrement(ref m_outstandingtextures);
- //Re-assign priority to bottom
- //Remove the old priority
- m_priorities.Remove(imagereq.m_designatedPriorityKey);
- int lowest;
- if (m_priorities.Count > 0)
- {
- lowest = (int)m_priorities.Keys[0];
- lowest--;
- }
- else
- {
- lowest = -10000;
- }
- m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
- imagereq.m_designatedPriorityKey = (double)lowest;
- if (m_priorityresolver.ContainsKey((int)lowest))
- {
- m_priorityresolver[(int)lowest]++;
- }
- else
- {
- m_priorityresolver.Add((int)lowest, 0);
- }
- }
- }
- if (numCollected == count)
- {
- break;
- }
- }
- if (numCollected == count || m_outstandingtextures == 0)
- break;
- if (numCollected % m_outstandingtextures == 0 && !justreset)
- {
- //We've gotten as much as we can from the stack,
- //reset to the top so that we can send MOAR DATA (nomnomnom)!
- x = m_priorities.Count - 1;
- justreset = true; //prevents us from getting stuck in a loop
- }
- }
- }
- return m_outstandingtextures != 0;
- }
- //Faux destructor
- public void Close()
- {
-
- m_shuttingdown = true;
- m_j2kDecodeModule = null;
- m_assetCache = null;
- m_client = null;
- }
- }
- }
|