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- /*
- * Copyright (c) OpenSim project, http://sim.opensecondlife.org/
- *
- * 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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.Threading;
- using libsecondlife;
- using libsecondlife.Packets;
- using OpenSim;
- using OpenSim.GridServers;
- namespace OpenSim.Assets
- {
- /// <summary>
- /// Manages local cache of assets and their sending to viewers.
- /// </summary>
- public class AssetCache : IAssetReceiver
- {
- public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
- public Dictionary<libsecondlife.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
-
- private IAssetServer _assetServer;
- private Thread _assetCacheThread;
-
- /// <summary>
- ///
- /// </summary>
- public AssetCache( IAssetServer assetServer)
- {
- _assetServer = assetServer;
- _assetServer.SetReceiver(this);
- this._assetCacheThread = new Thread( new ThreadStart(RunAssetManager));
- this._assetCacheThread.IsBackground = true;
- this._assetCacheThread.Start();
- }
-
- /// <summary>
- ///
- /// </summary>
- private void RunAssetManager()
- {
- //should be running in its own thread
- this.ProcessAssetQueue();
- this.ProcessTextureQueue();
- Thread.Sleep(100);
- }
-
- /// <summary>
- ///
- /// </summary>
- private void ProcessTextureQueue()
- {
- if(this.TextureRequests.Count == 0)
- {
- //no requests waiting
- return;
- }
- int num;
-
- if(this.TextureRequests.Count < 5)
- {
- //lower than 5 so do all of them
- num = this.TextureRequests.Count;
- }
- else
- {
- num=5;
- }
- AssetRequest req;
- for(int i = 0; i < num; i++)
- {
- req=(AssetRequest)this.TextureRequests[i];
-
- 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.image_info.FullID);
- }
- 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:
- }
- }
- else
- {
- //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);
- }
- }
-
- //remove requests that have been completed
- for(int i = 0; i < num; i++)
- {
- req=(AssetRequest)this.TextureRequests[i];
- if(req.PacketCounter == req.NumPackets)
- {
- this.TextureRequests.Remove(req);
- }
- }
-
- }
- public void AssetReceived(AssetBase asset, bool IsTexture)
- {
- //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;
- 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;
- 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(OpenSimClient 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
- 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(i);
- }
-
- }
-
- #endregion
-
- #region Textures
- /// <summary>
- ///
- /// </summary>
- /// <param name="userInfo"></param>
- /// <param name="imageID"></param>
- public void AddTextureRequest(OpenSimClient userInfo, LLUUID imageID)
- {
- //check to see if texture is in local cache, if not request from asset server
- if(!this.Textures.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;
- }
- 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);
- }
- #endregion
-
- }
- public class AssetRequest
- {
- public OpenSimClient 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 AssetBase
- {
- public byte[] Data;
- public LLUUID FullID;
- public sbyte Type;
- public sbyte InvType;
- public string Name;
- public string Description;
-
- public AssetBase()
- {
-
- }
- }
-
- 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;
- }
- }
- }
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