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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 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.Collections.Generic;
- using System.Reflection;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Limit;
- using OpenSim.Framework.Statistics;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.CoreModules.Agent.TextureDownload
- {
- /// <summary>
- /// This module sets up texture senders in response to client texture requests, and places them on a
- /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
- /// asset cache).
- /// </summary>
- public class UserTextureDownloadService
- {
- private static readonly ILog m_log
- = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// True if the service has been closed, probably because a user with texture requests still queued
- /// logged out.
- /// </summary>
- private bool closed;
- /// <summary>
- /// We will allow the client to request the same texture n times before dropping further requests
- ///
- /// This number includes repeated requests for the same texture at different resolutions (which we don't
- /// currently handle properly as far as I know). However, this situation should be handled in a more
- /// sophisticated way.
- /// </summary>
- private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
- /// <summary>
- /// XXX Also going to limit requests for found textures.
- /// </summary>
- private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
- = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
- private readonly IClientAPI m_client;
- private readonly Scene m_scene;
- /// <summary>
- /// Texture Senders are placed in this queue once they have received their texture from the asset
- /// cache. Another module actually invokes the send.
- /// </summary>
- private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
- /// <summary>
- /// Holds texture senders before they have received the appropriate texture from the asset cache.
- /// </summary>
- private readonly Dictionary<UUID, TextureSender.TextureSender> m_textureSenders = new Dictionary<UUID, TextureSender.TextureSender>();
- /// <summary>
- /// We're going to limit requests for the same missing texture.
- /// XXX This is really a temporary solution to deal with the situation where a client continually requests
- /// the same missing textures
- /// </summary>
- private readonly IRequestLimitStrategy<UUID> missingTextureLimitStrategy
- = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
- public UserTextureDownloadService(
- IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue<ITextureSender> sharedQueue)
- {
- m_client = client;
- m_scene = scene;
- m_sharedSendersQueue = sharedQueue;
- }
- /// <summary>
- /// Handle a texture request. This involves creating a texture sender and placing it on the
- /// previously passed in shared queue.
- /// </summary>
- /// <param name="e"></param>
- public void HandleTextureRequest(TextureRequestArgs e)
- {
- TextureSender.TextureSender textureSender;
- //TODO: should be working out the data size/ number of packets to be sent for each discard level
- if ((e.DiscardLevel >= 0) || (e.Priority != 0))
- {
- lock (m_textureSenders)
- {
- if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
- {
- // If we've received new non UUID information for this request and it hasn't dispatched
- // yet, then update the request accordingly.
- textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
- }
- else
- {
- // m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
- if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
- {
- // m_log.DebugFormat(
- // "[TEXTURE]: Refusing request for {0} from client {1}",
- // e.RequestedAssetID, m_client.AgentId);
- return;
- }
- else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
- {
- if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
- {
- if (StatsManager.SimExtraStats != null)
- StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
- // Commenting out this message for now as it causes too much noise with other
- // debug messages.
- // m_log.DebugFormat(
- // "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
- // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
- }
- return;
- }
- m_scene.StatsReporter.AddPendingDownloads(1);
- TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
- m_textureSenders.Add(e.RequestedAssetID, requestHandler);
- m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
- }
- }
- }
- else
- {
- lock (m_textureSenders)
- {
- if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
- {
- textureSender.Cancel = true;
- }
- }
- }
- }
- protected void TextureReceived(string id, Object sender, AssetBase asset)
- {
- if (asset != null)
- TextureCallback(asset.FullID, asset);
- }
- /// <summary>
- /// The callback for the asset cache when a texture has been retrieved. This method queues the
- /// texture sender for processing.
- /// </summary>
- /// <param name="textureID"></param>
- /// <param name="texture"></param>
- public void TextureCallback(UUID textureID, AssetBase texture)
- {
- //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
- // There may still be texture requests pending for a logged out client
- if (closed)
- return;
- lock (m_textureSenders)
- {
- TextureSender.TextureSender textureSender;
- if (m_textureSenders.TryGetValue(textureID, out textureSender))
- {
- // XXX It may be perfectly valid for a texture to have no data... but if we pass
- // this on to the TextureSender it will blow up, so just discard for now.
- // Needs investigation.
- if (texture == null || texture.Data == null)
- {
- if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
- {
- missingTextureLimitStrategy.MonitorRequests(textureID);
- // m_log.DebugFormat(
- // "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
- // textureID, m_client.AgentId);
- }
- ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
- EnqueueTextureSender(textureNotFoundSender);
- }
- else
- {
- if (!textureSender.ImageLoaded)
- {
- textureSender.TextureReceived(texture);
- EnqueueTextureSender(textureSender);
- foundTextureLimitStrategy.MonitorRequests(textureID);
- }
- }
- //m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
- m_textureSenders.Remove(textureID);
- //m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
- }
- else
- {
- m_log.WarnFormat(
- "[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
- textureID);
- }
- }
- }
- /// <summary>
- /// Place a ready texture sender on the processing queue.
- /// </summary>
- /// <param name="textureSender"></param>
- private void EnqueueTextureSender(ITextureSender textureSender)
- {
- textureSender.Cancel = false;
- textureSender.Sending = true;
- if (!m_sharedSendersQueue.Contains(textureSender))
- {
- m_sharedSendersQueue.Enqueue(textureSender);
- }
- }
- /// <summary>
- /// Close this module.
- /// </summary>
- internal void Close()
- {
- closed = true;
- lock (m_textureSenders)
- {
- foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
- {
- textureSender.Cancel = true;
- }
- m_textureSenders.Clear();
- }
- // XXX: It might be possible to also remove pending texture requests from the asset cache queues,
- // though this might also be more trouble than it's worth.
- }
- }
- }
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