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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.Threading;
- using libsecondlife;
- using libsecondlife.Packets;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.Environment.Modules
- {
- //this is a first attempt, to start breaking the mess thats called the assetcache up.
- // basically this should be the texture sending (to clients) code moved out of assetcache
- //and some small clean up
- public class TextureDownloadModule : IRegionModule
- {
- private static readonly log4net.ILog m_log
- = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
-
- private Scene m_scene;
- private List<Scene> m_scenes = new List<Scene>();
- private readonly BlockingQueue<TextureSender> m_queueSenders = new BlockingQueue<TextureSender>();
- private readonly Dictionary<LLUUID, UserTextureDownloadService> m_userTextureServices =
- new Dictionary<LLUUID, UserTextureDownloadService>();
- private Thread m_thread;
- public TextureDownloadModule()
- {
- }
- public void Initialise(Scene scene, IConfigSource config)
- {
- if (m_scene == null)
- {
- //Console.WriteLine("Creating Texture download module");
- m_thread = new Thread(new ThreadStart(ProcessTextureSenders));
- m_thread.IsBackground = true;
- m_thread.Start();
- }
- if (!m_scenes.Contains(scene))
- {
- m_scenes.Add(scene);
- m_scene = scene;
- m_scene.EventManager.OnNewClient += NewClient;
- m_scene.EventManager.OnRemovePresence += EventManager_OnRemovePresence;
- }
- }
- private void EventManager_OnRemovePresence(LLUUID agentId)
- {
- UserTextureDownloadService textureService;
- lock (m_userTextureServices)
- {
- if( m_userTextureServices.TryGetValue( agentId, out textureService ))
- {
- textureService.Close();
- m_userTextureServices.Remove(agentId);
- }
- }
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "TextureDownloadModule"; }
- }
- public bool IsSharedModule
- {
- get { return false; }
- }
- public void NewClient(IClientAPI client)
- {
- client.OnRequestTexture += TextureRequest;
- }
- private bool TryGetUserTextureService(LLUUID userID, out UserTextureDownloadService textureService)
- {
- lock (m_userTextureServices)
- {
- if (m_userTextureServices.TryGetValue(userID, out textureService))
- {
- return true;
- }
- textureService = new UserTextureDownloadService(m_scene, m_queueSenders);
- m_userTextureServices.Add(userID, textureService);
- return true;
- }
- }
- public void TextureRequest(Object sender, TextureRequestArgs e)
- {
- IClientAPI client = (IClientAPI) sender;
- UserTextureDownloadService textureService;
- if (TryGetUserTextureService(client.AgentId, out textureService))
- {
- textureService.HandleTextureRequest(client, e);
- m_scene.AddPendingDownloads(1);
- }
-
- }
- public void ProcessTextureSenders()
- {
- TextureSender sender = null;
-
- 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 DOWNLOAD] Texture sender queue size: {0}", m_queueSenders.Count());
- }
- }
- private void TextureSent(TextureSender sender)
- {
- sender.Sending = false;
- m_scene.AddPendingDownloads(-1);
- }
- }
- }
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