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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 log4net;
- using Nini.Config;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using BlockingQueue = OpenSim.Framework.BlockingQueue<OpenSim.Region.Framework.Interfaces.ITextureSender>;
- namespace OpenSim.Region.CoreModules.Agent.TextureDownload
- {
- public class TextureDownloadModule : IRegionModule
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// There is one queue for all textures waiting to be sent, regardless of the requesting user.
- /// </summary>
- private readonly BlockingQueue m_queueSenders
- = new BlockingQueue();
- /// <summary>
- /// Each user has their own texture download service.
- /// </summary>
- private readonly Dictionary<UUID, UserTextureDownloadService> m_userTextureServices =
- new Dictionary<UUID, UserTextureDownloadService>();
- private Scene m_scene;
- private List<Scene> m_scenes = new List<Scene>();
- private Thread m_thread;
- public TextureDownloadModule()
- {
- }
- #region IRegionModule Members
- public void Initialise(Scene scene, IConfigSource config)
- {
- if (m_scene == null)
- {
- //m_log.Debug("Creating Texture download module");
- m_scene = scene;
- m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
- m_thread.Name = "ProcessTextureSenderThread";
- m_thread.IsBackground = true;
- m_thread.Start();
- ThreadTracker.Add(m_thread);
- }
- if (!m_scenes.Contains(scene))
- {
- m_scenes.Add(scene);
- m_scene = scene;
- m_scene.EventManager.OnNewClient += NewClient;
- m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
- }
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "TextureDownloadModule"; }
- }
- public bool IsSharedModule
- {
- get { return false; }
- }
- #endregion
- /// <summary>
- /// Cleanup the texture service related objects for the removed presence.
- /// </summary>
- /// <param name="agentId"> </param>
- private void EventManager_OnRemovePresence(UUID agentId)
- {
- UserTextureDownloadService textureService;
- lock (m_userTextureServices)
- {
- if (m_userTextureServices.TryGetValue(agentId, out textureService))
- {
- textureService.Close();
- //m_log.DebugFormat("[TEXTURE MODULE]: Removing UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
- m_userTextureServices.Remove(agentId);
- }
- }
- }
- public void NewClient(IClientAPI client)
- {
- UserTextureDownloadService textureService;
- lock (m_userTextureServices)
- {
- if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
- {
- textureService.Close();
- //m_log.DebugFormat("[TEXTURE MODULE]: Removing outdated UserTextureServices from {0}", m_scene.RegionInfo.RegionName);
- m_userTextureServices.Remove(client.AgentId);
- }
- m_userTextureServices.Add(client.AgentId, new UserTextureDownloadService(client, m_scene, m_queueSenders));
- }
- client.OnRequestTexture += TextureRequest;
- }
- /// I'm commenting this out, and replacing it with the implementation below, which
- /// may return a null value. This is necessary for avoiding race conditions
- /// recreating UserTextureServices for clients that have just been closed.
- /// That behavior of always returning a UserTextureServices was causing the
- /// A-B-A problem (mantis #2855).
- ///
- ///// <summary>
- ///// Does this user have a registered texture download service?
- ///// </summary>
- ///// <param name="userID"></param>
- ///// <param name="textureService"></param>
- ///// <returns>Always returns true, since a service is created if one does not already exist</returns>
- //private bool TryGetUserTextureService(
- // IClientAPI client, out UserTextureDownloadService textureService)
- //{
- // lock (m_userTextureServices)
- // {
- // if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
- // {
- // //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
- // return true;
- // }
- // m_log.DebugFormat("[TEXTURE MODULE]: Creating new UserTextureServices in ", m_scene.RegionInfo.RegionName);
- // textureService = new UserTextureDownloadService(client, m_scene, m_queueSenders);
- // m_userTextureServices.Add(client.AgentId, textureService);
- // return true;
- // }
- //}
- /// <summary>
- /// Does this user have a registered texture download service?
- /// </summary>
- /// <param name="userID"></param>
- /// <param name="textureService"></param>
- /// <returns>A UserTextureDownloadService or null in the output parameter, and true or false accordingly.</returns>
- private bool TryGetUserTextureService(IClientAPI client, out UserTextureDownloadService textureService)
- {
- lock (m_userTextureServices)
- {
- if (m_userTextureServices.TryGetValue(client.AgentId, out textureService))
- {
- //m_log.DebugFormat("[TEXTURE MODULE]: Found existing UserTextureServices in ", m_scene.RegionInfo.RegionName);
- return true;
- }
- textureService = null;
- return false;
- }
- }
- /// <summary>
- /// Start the process of requesting a given texture.
- /// </summary>
- /// <param name="sender"> </param>
- /// <param name="e"></param>
- public void TextureRequest(Object sender, TextureRequestArgs e)
- {
- IClientAPI client = (IClientAPI)sender;
- if (e.Priority == 1016001f) // Preview
- {
- if (client.Scene is Scene)
- {
- Scene scene = (Scene)client.Scene;
- CachedUserInfo profile = scene.CommsManager.UserProfileCacheService.GetUserDetails(client.AgentId);
- if (profile == null) // Deny unknown user
- return;
- if (profile.RootFolder == null) // Deny no inventory
- return;
- if (profile.UserProfile.GodLevel < 200 && profile.RootFolder.FindAsset(e.RequestedAssetID) == null) // Deny if not owned
- return;
- m_log.Debug("Texture preview");
- }
- }
- UserTextureDownloadService textureService;
- if (TryGetUserTextureService(client, out textureService))
- {
- textureService.HandleTextureRequest(e);
- }
- }
- /// <summary>
- /// Entry point for the thread dedicated to processing the texture queue.
- /// </summary>
- public void ProcessTextureSenders()
- {
- ITextureSender sender = null;
- try
- {
- while (true)
- {
- sender = m_queueSenders.Dequeue();
- if (sender.Cancel)
- {
- TextureSent(sender);
- sender.Cancel = false;
- }
- else
- {
- bool finished = sender.SendTexturePacket();
- if (finished)
- {
- TextureSent(sender);
- }
- else
- {
- m_queueSenders.Enqueue(sender);
- }
- }
- // Make sure that any sender we currently have can get garbage collected
- sender = null;
- //m_log.InfoFormat("[TEXTURE] Texture sender queue size: {0}", m_queueSenders.Count());
- }
- }
- catch (Exception e)
- {
- // TODO: Let users in the sim and those entering it and possibly an external watchdog know what has happened
- m_log.ErrorFormat(
- "[TEXTURE]: Texture send thread terminating with exception. PLEASE REBOOT YOUR SIM - TEXTURES WILL NOT BE AVAILABLE UNTIL YOU DO. Exception is {0}",
- e);
- }
- }
- /// <summary>
- /// Called when the texture has finished sending.
- /// </summary>
- /// <param name="sender"></param>
- private void TextureSent(ITextureSender sender)
- {
- sender.Sending = false;
- //m_log.DebugFormat("[TEXTURE]: Removing download stat for {0}", sender.assetID);
- m_scene.AddPendingDownloads(-1);
- }
- }
- }
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