Ejemplo n.º 1
0
        public bool ProcessImageQueue(int packetsToSend)
        {
            int StartTime = Util.EnvironmentTickCount();

            int packetsSent = 0;

            while (packetsSent < packetsToSend)
            {
                J2KImage image = GetHighestPriorityImage();

                // If null was returned, the texture priority queue is currently empty
                if (image == null)
                {
                    return(false);
                }

                if (image.IsDecoded)
                {
                    int  sent;
                    bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent);
                    packetsSent += sent;

                    // If the send is complete, destroy any knowledge of this transfer
                    if (imageDone)
                    {
                        RemoveImageFromQueue(image);
                    }
                }
                else
                {
                    // TODO: This is a limitation of how LLImageManager is currently
                    // written. Undecoded textures should not be going into the priority
                    // queue, because a high priority undecoded texture will clog up the
                    // pipeline for a client
                    return(true);
                }
            }

            int            EndTime = Util.EnvironmentTickCountSubtract(StartTime);
            IMonitorModule module  = m_client.Scene.RequestModuleInterface <IMonitorModule>();

            if (module != null)
            {
                IImageFrameTimeMonitor monitor = (IImageFrameTimeMonitor)module.GetMonitor(m_client.Scene.RegionInfo.RegionID.ToString(), "Images Frame Time");
                monitor.AddImageTime(EndTime);
            }

            return(m_priorityQueue.Count > 0);
        }
Ejemplo n.º 2
0
        public bool ProcessImageQueue(int packetsToSend)
        {
            int packetsSent = 0;

            while (packetsSent < packetsToSend)
            {
                J2KImage image = GetHighestPriorityImage();

                // If null was returned, the texture priority queue is currently empty
                if (image == null)
                {
                    break;
                }

                if (image.IsDecoded)
                {
                    int  sent;
                    bool imageDone = image.SendPackets(Client, packetsToSend - packetsSent, out sent);
                    packetsSent += sent;

                    // If the send is complete, destroy any knowledge of this transfer
                    if (imageDone)
                    {
                        RemoveImageFromQueue(image);
                    }
                }
                else
                {
                    // TODO: This is a limitation of how LLImageManager is currently
                    // written. Undecoded textures should not be going into the priority
                    // queue, because a high priority undecoded texture will clog up the
                    // pipeline for a client
//                    m_log.DebugFormat(
//                        "[LL IMAGE MANAGER]: Exiting image queue processing early on encountering undecoded image {0}",
//                        image.TextureID);

                    break;
                }
            }

//            if (packetsSent != 0)
//                m_log.DebugFormat("[LL IMAGE MANAGER]: Processed {0} packets from image queue", packetsSent);

            return(m_priorityQueue.Count > 0);
        }
Ejemplo n.º 3
0
        public bool ProcessImageQueue(int packetsToSend)
        {
            int packetsSent = 0;

            while (packetsSent < packetsToSend)
            {
                J2KImage image = GetHighestPriorityImage();

                // If null was returned, the texture priority queue is currently empty
                if (image == null)
                {
                    return(false);
                }

                image.CheckDoFirstUpdate();

                if (image.IsDecoded)
                {
                    int  sent;
                    bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent);
                    packetsSent += sent;

                    // If the send is complete, destroy any knowledge of this transfer
                    if (imageDone)
                    {
                        RemoveImageFromQueue(image);
                    }
                }
                else
                {
                    // TODO: This is a limitation of how LLImageManager is currently
                    // written. Undecoded textures should not be going into the priority
                    // queue, because a high priority undecoded texture will clog up the
                    // pipeline for a client
                    return(true);
                }
            }

            return(m_priorityQueue.Count > 0);
        }
Ejemplo n.º 4
0
        public bool ProcessImageQueue(int packetsToSend)
        {
            int StartTime = Util.EnvironmentTickCount();

            int             packetsSent   = 0;
            List <J2KImage> imagesToReAdd = new List <J2KImage>();

            while (packetsSent < packetsToSend)
            {
                J2KImage image = GetHighestPriorityImage();

                // If null was returned, the texture priority queue is currently empty
                if (image == null)
                {
                    break; //Break so that we add any images back that we might remove because they arn't finished decoding
                }
                if (image.IsDecoded)
                {
                    if (image.Layers == null)
                    {
                        //We don't have it, tell the client that it doesn't exist
                        m_client.SendAssetUploadCompleteMessage((sbyte)AssetType.Texture, false, image.TextureID);
                        RemoveImageFromQueue(image);
                        packetsSent++;
                    }
                    else
                    {
                        int  sent;
                        bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent);
                        packetsSent += sent;

                        // If the send is complete, destroy any knowledge of this transfer
                        if (imageDone)
                        {
                            RemoveImageFromQueue(image);
                        }
                    }
                }
                else
                {
                    //Add it to the other queue and delete it from the top
                    imagesToReAdd.Add(image);
                    m_priorityQueue.DeleteMax();
                    packetsSent++; //We tried to send one
                    // UNTODO: This was a limitation of how LLImageManager is currently
                    // written. Undecoded textures should not be going into the priority
                    // queue, because a high priority undecoded texture will clog up the
                    // pipeline for a client
                    //return true;
                }
            }

            //Add all the ones we removed so that we wouldn't block the queue
            if (imagesToReAdd.Count != 0)
            {
                foreach (J2KImage image in imagesToReAdd)
                {
                    this.AddImageToQueue(image);
                }
            }

            int            EndTime = Util.EnvironmentTickCountSubtract(StartTime);
            IMonitorModule module  = m_client.Scene.RequestModuleInterface <IMonitorModule>();

            if (module != null)
            {
                IImageFrameTimeMonitor monitor = (IImageFrameTimeMonitor)module.GetMonitor(m_client.Scene.RegionInfo.RegionID.ToString(), "Images Frame Time");
                monitor.AddImageTime(EndTime);
            }

            return(m_priorityQueue.Count > 0);
        }
Ejemplo n.º 5
0
        public void ProcessImageQueue(int count)
        {
            // this can happen during Close()
            if (m_client == null)
            {
                return;
            }

            //Count is the number of textures we want to process in one go.
            //As part of this class re-write, that number will probably rise
            //since we're processing in a more efficient manner.

            int numCollected = 0;

            //Calculate our threshold
            int threshold;

            if (m_lastloopprocessed == 0)
            {
                if (m_client.PacketHandler == null || m_client.PacketHandler.PacketQueue == null || m_client.PacketHandler.PacketQueue.TextureThrottle == null)
                {
                    return;
                }
                //This is decent for a semi fast machine, but we'll calculate it more accurately based on time below
                threshold           = m_client.PacketHandler.PacketQueue.TextureThrottle.Current / 6300;
                m_lastloopprocessed = DateTime.Now.Ticks;
            }
            else
            {
                double throttleseconds = ((double)DateTime.Now.Ticks - (double)m_lastloopprocessed) / (double)TimeSpan.TicksPerSecond;
                throttleseconds = throttleseconds * m_client.PacketHandler.PacketQueue.TextureThrottle.Current;

                //Average of 1000 bytes per packet
                throttleseconds = throttleseconds / 1000;

                //Safe-zone multiplier of 2.0
                threshold           = (int)(throttleseconds * 2.0);
                m_lastloopprocessed = DateTime.Now.Ticks;
            }

            if (threshold < 10)
            {
                threshold = 10;
            }

            if (m_client.PacketHandler == null)
            {
                return;
            }

            if (m_client.PacketHandler.PacketQueue == null)
            {
                return;
            }

            //First of all make sure our packet queue isn't above our threshold

            //Uncomment this to see what the texture stack is doing
            //m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
            if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold && m_outstandingtextures > 0)
            {
                bool justreset = false;



                for (int x = m_priorities.Count - 1; x > -1; x--)
                {
                    J2KImage imagereq = m_imagestore[m_priorities.Values[x]];
                    if (imagereq.m_decoded == true && !imagereq.m_completedSendAtCurrentDiscardLevel)
                    {
                        numCollected++;
                        //SendPackets will send up to ten packets per cycle
                        if (imagereq.SendPackets(m_client))
                        {
                            //Send complete
                            if (!imagereq.m_completedSendAtCurrentDiscardLevel)
                            {
                                imagereq.m_completedSendAtCurrentDiscardLevel = true;
                                m_outstandingtextures--;
                                //Re-assign priority to bottom
                                //Remove the old priority
                                m_priorities.Remove(imagereq.m_designatedPriorityKey);
                                int lowest;
                                if (m_priorities.Count > 0)
                                {
                                    lowest = (int)m_priorities.Keys[0];
                                    lowest--;
                                }
                                else
                                {
                                    lowest = -10000;
                                }
                                m_priorities.Add((double)lowest, imagereq.m_requestedUUID);
                                imagereq.m_designatedPriorityKey = (double)lowest;
                                if (m_priorityresolver.ContainsKey((int)lowest))
                                {
                                    m_priorityresolver[(int)lowest]++;
                                }
                                else
                                {
                                    m_priorityresolver.Add((int)lowest, 0);
                                }
                            }
                        }
                        if (numCollected == count)
                        {
                            break;
                        }
                    }
                    if (numCollected == count || m_outstandingtextures == 0)
                    {
                        break;
                    }
                    if (numCollected % m_outstandingtextures == 0 && !justreset)
                    {
                        //We've gotten as much as we can from the stack,
                        //reset to the top so that we can send MOAR DATA (nomnomnom)!
                        x = m_priorities.Count - 1;

                        justreset = true; //prevents us from getting stuck in a loop
                    }
                }
            }
        }