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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.Reflection;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.CoreModules.Agent.TextureSender
- {
- /// <summary>
- /// A TextureSender handles the process of receiving a texture requested by the client from the
- /// AssetCache, and then sending that texture back to the client.
- /// </summary>
- public class TextureSender : ITextureSender
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// Records the number of times texture send has been called.
- /// </summary>
- public int counter = 0;
- public bool ImageLoaded = false;
- /// <summary>
- /// Holds the texture asset to send.
- /// </summary>
- private AssetBase m_asset;
- //public UUID assetID { get { return m_asset.FullID; } }
- // private bool m_cancel = false;
- // See ITextureSender
- // private bool m_sending = false;
- /// <summary>
- /// This is actually the number of extra packets required to send the texture data! We always assume
- /// at least one is required.
- /// </summary>
- private int NumPackets = 0;
- /// <summary>
- /// Holds the packet number to send next. In this case, each packet is 1000 bytes long and starts
- /// at the 600th byte (0th indexed).
- /// </summary>
- private int PacketCounter = 0;
- private int RequestedDiscardLevel = -1;
- private IClientAPI RequestUser;
- private uint StartPacketNumber = 0;
- public TextureSender(IClientAPI client, int discardLevel, uint packetNumber)
- {
- RequestUser = client;
- RequestedDiscardLevel = discardLevel;
- StartPacketNumber = packetNumber;
- }
- #region ITextureSender Members
- public bool Cancel
- {
- get { return false; }
- set
- {
- // m_cancel = value;
- }
- }
- public bool Sending
- {
- get { return false; }
- set
- {
- // m_sending = value;
- }
- }
- // See ITextureSender
- public void UpdateRequest(int discardLevel, uint packetNumber)
- {
- RequestedDiscardLevel = discardLevel;
- StartPacketNumber = packetNumber;
- PacketCounter = (int)StartPacketNumber;
- }
- // See ITextureSender
- public bool SendTexturePacket()
- {
- //m_log.DebugFormat("[TEXTURE SENDER]: Sending packet for {0}", m_asset.FullID);
- SendPacket();
- counter++;
- if ((NumPackets == 0) || (RequestedDiscardLevel == -1) || (PacketCounter > NumPackets) ||
- ((RequestedDiscardLevel > 0) && (counter > 50 + (NumPackets / (RequestedDiscardLevel + 1)))))
- {
- return true;
- }
- return false;
- }
- #endregion
- /// <summary>
- /// Load up the texture data to send.
- /// </summary>
- /// <param name="asset"></param>
- public void TextureReceived(AssetBase asset)
- {
- m_asset = asset;
- NumPackets = CalculateNumPackets(asset.Data.Length);
- PacketCounter = (int)StartPacketNumber;
- ImageLoaded = true;
- }
- /// <summary>
- /// Sends a texture packet to the client.
- /// </summary>
- private void SendPacket()
- {
- if (PacketCounter <= NumPackets)
- {
- if (PacketCounter == 0)
- {
- if (NumPackets == 0)
- {
- RequestUser.SendImageFirstPart(1, m_asset.FullID, (uint)m_asset.Data.Length, m_asset.Data, 2);
- PacketCounter++;
- }
- else
- {
- byte[] ImageData1 = new byte[600];
- Array.Copy(m_asset.Data, 0, ImageData1, 0, 600);
- RequestUser.SendImageFirstPart(
- (ushort)(NumPackets), m_asset.FullID, (uint)m_asset.Data.Length, ImageData1, 2);
- PacketCounter++;
- }
- }
- else
- {
- int size = m_asset.Data.Length - 600 - (1000 * (PacketCounter - 1));
- if (size > 1000) size = 1000;
- byte[] imageData = new byte[size];
- try
- {
- Array.Copy(m_asset.Data, 600 + (1000 * (PacketCounter - 1)), imageData, 0, size);
- }
- catch (ArgumentOutOfRangeException)
- {
- m_log.Error("[TEXTURE SENDER]: Unable to separate texture into multiple packets: Array bounds failure on asset:" +
- m_asset.ID);
- return;
- }
- RequestUser.SendImageNextPart((ushort)PacketCounter, m_asset.FullID, imageData);
- PacketCounter++;
- }
- }
- }
- /// <summary>
- /// Calculate the number of packets that will be required to send the texture loaded into this sender
- /// This is actually the number of 1000 byte packets not including an initial 600 byte packet...
- /// </summary>
- /// <param name="length"></param>
- /// <returns></returns>
- private int CalculateNumPackets(int length)
- {
- int numPackets = 0;
- if (length > 600)
- {
- //over 600 bytes so split up file
- int restData = (length - 600);
- int restPackets = ((restData + 999) / 1000);
- numPackets = restPackets;
- }
- return numPackets;
- }
- }
- }
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