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*
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*/
using System;
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
{
///
/// Stores information about a current texture download and a reference to the texture asset
///
public class J2KImage
{
private const int IMAGE_PACKET_SIZE = 1000;
private const int FIRST_PACKET_SIZE = 600;
///
/// If we've requested an asset but not received it in this ticks timeframe, then allow a duplicate
/// request from the client to trigger a fresh asset request.
///
///
/// There are 10,000 ticks in a millisecond
///
private const int ASSET_REQUEST_TIMEOUT = 100000000;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public uint LastSequence;
public float Priority;
public uint StartPacket;
public sbyte DiscardLevel;
public UUID TextureID;
public IJ2KDecoder J2KDecoder;
public IAssetService AssetService;
public UUID AgentID;
public IInventoryAccessModule InventoryAccessModule;
private OpenJPEG.J2KLayerInfo[] m_layers;
///
/// Has this request decoded the asset data?
///
public bool IsDecoded { get; private set; }
///
/// Has this request received the required asset data?
///
public bool HasAsset { get; private set; }
///
/// Time in milliseconds at which the asset was requested.
///
public long AssetRequestTime { get; private set; }
public C5.IPriorityQueueHandle PriorityQueueHandle;
private uint m_currentPacket;
private bool m_decodeRequested;
private bool m_assetRequested;
private bool m_sentInfo;
private uint m_stopPacket;
private byte[] m_asset;
private LLImageManager m_imageManager;
public J2KImage(LLImageManager imageManager)
{
m_imageManager = imageManager;
}
///
/// Sends packets for this texture to a client until packetsToSend is
/// hit or the transfer completes
///
/// Reference to the client that the packets are destined for
/// Maximum number of packets to send during this call
/// Number of packets sent during this call
/// True if the transfer completes at the current discard level, otherwise false
public bool SendPackets(IClientAPI client, int packetsToSend, out int packetsSent)
{
packetsSent = 0;
if (m_currentPacket <= m_stopPacket)
{
bool sendMore = true;
if (!m_sentInfo || (m_currentPacket == 0))
{
sendMore = !SendFirstPacket(client);
m_sentInfo = true;
++m_currentPacket;
++packetsSent;
}
if (m_currentPacket < 2)
{
m_currentPacket = 2;
}
while (sendMore && packetsSent < packetsToSend && m_currentPacket <= m_stopPacket)
{
sendMore = SendPacket(client);
++m_currentPacket;
++packetsSent;
}
}
return (m_currentPacket > m_stopPacket);
}
///
/// This is where we decide what we need to update
/// and assign the real discardLevel and packetNumber
/// assuming of course that the connected client might be bonkers
///
public void RunUpdate()
{
if (!HasAsset)
{
if (!m_assetRequested || DateTime.UtcNow.Ticks > AssetRequestTime + ASSET_REQUEST_TIMEOUT)
{
// m_log.DebugFormat(
// "[J2KIMAGE]: Requesting asset {0} from request in packet {1}, already requested? {2}, due to timeout? {3}",
// TextureID, LastSequence, m_assetRequested, DateTime.UtcNow.Ticks > AssetRequestTime + ASSET_REQUEST_TIMEOUT);
m_assetRequested = true;
AssetRequestTime = DateTime.UtcNow.Ticks;
AssetService.Get(TextureID.ToString(), this, AssetReceived);
}
}
else
{
if (!IsDecoded)
{
//We need to decode the requested image first
if (!m_decodeRequested)
{
//Request decode
m_decodeRequested = true;
// m_log.DebugFormat("[J2KIMAGE]: Requesting decode of asset {0}", TextureID);
// Do we have a jpeg decoder?
if (J2KDecoder != null)
{
if (m_asset == null)
{
J2KDecodedCallback(TextureID, new OpenJPEG.J2KLayerInfo[0]);
}
else
{
// Send it off to the jpeg decoder
J2KDecoder.BeginDecode(TextureID, m_asset, J2KDecodedCallback);
}
}
else
{
J2KDecodedCallback(TextureID, new OpenJPEG.J2KLayerInfo[0]);
}
}
}
else
{
// Check for missing image asset data
if (m_asset == null)
{
m_log.Warn("[J2KIMAGE]: RunUpdate() called with missing asset data (no missing image texture?). Canceling texture transfer");
m_currentPacket = m_stopPacket;
return;
}
if (DiscardLevel >= 0 || m_stopPacket == 0)
{
// This shouldn't happen, but if it does, we really can't proceed
if (m_layers == null)
{
m_log.Warn("[J2KIMAGE]: RunUpdate() called with missing Layers. Canceling texture transfer");
m_currentPacket = m_stopPacket;
return;
}
int maxDiscardLevel = Math.Max(0, m_layers.Length - 1);
// Treat initial texture downloads with a DiscardLevel of -1 a request for the highest DiscardLevel
if (DiscardLevel < 0 && m_stopPacket == 0)
DiscardLevel = (sbyte)maxDiscardLevel;
// Clamp at the highest discard level
DiscardLevel = (sbyte)Math.Min(DiscardLevel, maxDiscardLevel);
//Calculate the m_stopPacket
if (m_layers.Length > 0)
{
m_stopPacket = (uint)GetPacketForBytePosition(m_layers[(m_layers.Length - 1) - DiscardLevel].End);
//I don't know why, but the viewer seems to expect the final packet if the file
//is just one packet bigger.
if (TexturePacketCount() == m_stopPacket + 1)
{
m_stopPacket = TexturePacketCount();
}
}
else
{
m_stopPacket = TexturePacketCount();
}
m_currentPacket = StartPacket;
}
}
}
}
private bool SendFirstPacket(IClientAPI client)
{
if (client == null)
return false;
if (m_asset == null)
{
m_log.Warn("[J2KIMAGE]: Sending ImageNotInDatabase for texture " + TextureID);
client.SendImageNotFound(TextureID);
return true;
}
else if (m_asset.Length <= FIRST_PACKET_SIZE)
{
// We have less then one packet's worth of data
client.SendImageFirstPart(1, TextureID, (uint)m_asset.Length, m_asset, 2);
m_stopPacket = 0;
return true;
}
else
{
// This is going to be a multi-packet texture download
byte[] firstImageData = new byte[FIRST_PACKET_SIZE];
try { Buffer.BlockCopy(m_asset, 0, firstImageData, 0, FIRST_PACKET_SIZE); }
catch (Exception)
{
m_log.ErrorFormat("[J2KIMAGE]: Texture block copy for the first packet failed. textureid={0}, assetlength={1}", TextureID, m_asset.Length);
return true;
}
client.SendImageFirstPart(TexturePacketCount(), TextureID, (uint)m_asset.Length, firstImageData, (byte)ImageCodec.J2C);
}
return false;
}
private bool SendPacket(IClientAPI client)
{
if (client == null)
return false;
bool complete = false;
int imagePacketSize = ((int)m_currentPacket == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
try
{
if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset.Length)
{
imagePacketSize = LastPacketSize();
complete = true;
if ((CurrentBytePosition() + imagePacketSize) > m_asset.Length)
{
imagePacketSize = m_asset.Length - CurrentBytePosition();
complete = true;
}
}
// It's concievable that the client might request packet one
// from a one packet image, which is really packet 0,
// which would leave us with a negative imagePacketSize..
if (imagePacketSize > 0)
{
byte[] imageData = new byte[imagePacketSize];
int currentPosition = CurrentBytePosition();
try { Buffer.BlockCopy(m_asset, currentPosition, imageData, 0, imagePacketSize); }
catch (Exception e)
{
m_log.ErrorFormat("[J2KIMAGE]: Texture block copy for the first packet failed. textureid={0}, assetlength={1}, currentposition={2}, imagepacketsize={3}, exception={4}",
TextureID, m_asset.Length, currentPosition, imagePacketSize, e.Message);
return false;
}
//Send the packet
client.SendImageNextPart((ushort)(m_currentPacket - 1), TextureID, imageData);
}
return !complete;
}
catch (Exception)
{
return false;
}
}
private ushort TexturePacketCount()
{
if (!IsDecoded)
return 0;
if (m_asset == null)
return 0;
if (m_asset.Length <= FIRST_PACKET_SIZE)
return 1;
return (ushort)(((m_asset.Length - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1);
}
private int GetPacketForBytePosition(int bytePosition)
{
return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
}
private int LastPacketSize()
{
if (m_currentPacket == 1)
return m_asset.Length;
int lastsize = (m_asset.Length - FIRST_PACKET_SIZE) % IMAGE_PACKET_SIZE;
//If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
if (lastsize == 0)
{
lastsize = IMAGE_PACKET_SIZE;
}
return lastsize;
}
private int CurrentBytePosition()
{
if (m_currentPacket == 0)
return 0;
if (m_currentPacket == 1)
return FIRST_PACKET_SIZE;
int result = FIRST_PACKET_SIZE + ((int)m_currentPacket - 2) * IMAGE_PACKET_SIZE;
if (result < 0)
result = FIRST_PACKET_SIZE;
return result;
}
private void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
{
m_layers = layers;
IsDecoded = true;
RunUpdate();
}
private void AssetDataCallback(UUID AssetID, AssetBase asset)
{
HasAsset = true;
if (asset == null || asset.Data == null)
{
if (m_imageManager.MissingImage != null)
{
m_asset = m_imageManager.MissingImage.Data;
}
else
{
m_asset = null;
IsDecoded = true;
}
}
else
{
m_asset = asset.Data;
}
RunUpdate();
}
private void AssetReceived(string id, Object sender, AssetBase asset)
{
// m_log.DebugFormat(
// "[J2KIMAGE]: Received asset {0} ({1} bytes)", id, asset != null ? asset.Data.Length.ToString() : "n/a");
UUID assetID = UUID.Zero;
if (asset != null)
{
assetID = asset.FullID;
}
else if ((InventoryAccessModule != null) && (sender != InventoryAccessModule))
{
// Unfortunately we need this here, there's no other way.
// This is due to the fact that textures opened directly from the agent's inventory
// don't have any distinguishing feature. As such, in order to serve those when the
// foreign user is visiting, we need to try again after the first fail to the local
// asset service.
string assetServerURL = string.Empty;
if (InventoryAccessModule.IsForeignUser(AgentID, out assetServerURL))
{
m_log.DebugFormat("[J2KIMAGE]: texture {0} not found in local asset storage. Trying user's storage.", id);
AssetService.Get(assetServerURL + "/" + id, InventoryAccessModule, AssetReceived);
return;
}
}
AssetDataCallback(assetID, asset);
}
}
}