Inheritance: Transfer
 /// <summary>
 /// 
 /// </summary>
 /// <param name="upload"></param>
 void Assets_OnUploadProgress(AssetUpload upload)
 {
     if (upload.Transferred == upload.Size)
     {
         WaitForUploadComplete.Set();
     }
     else
     {
         //Console.WriteLine("Progress: {0}/{1} {2}/{3} {4}", upload.XferID, upload.ID, upload.Transferred, upload.Size, upload.Success);
         Console.Write(".");
     }
 }
Exemple #2
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        /// <summary>
        /// Initiate an asset upload
        /// </summary>
        /// <param name="assetID">The ID this asset will have if the
        /// upload succeeds</param>
        /// <param name="type">Asset type to upload this data as</param>
        /// <param name="data">Raw asset data to upload</param>
        /// <param name="storeLocal">Whether to store this asset on the local
        /// simulator or the grid-wide asset server</param>
        /// <param name="transactionID">The tranaction id for the upload <see cref="RequestCreateItem"/></param>
        /// <returns>The transaction ID of this transfer</returns>
        public UUID RequestUpload(out UUID assetID, AssetType type, byte[] data, bool storeLocal, UUID transactionID)
        {
            AssetUpload upload = new AssetUpload();
            upload.AssetData = data;
            upload.AssetType = type;
            assetID = UUID.Combine(transactionID, Client.Self.SecureSessionID);
            upload.AssetID = assetID;
            upload.Size = data.Length;
            upload.XferID = 0;
            upload.ID = transactionID;

            // Build and send the upload packet
            AssetUploadRequestPacket request = new AssetUploadRequestPacket();
            request.AssetBlock.StoreLocal = storeLocal;
            request.AssetBlock.Tempfile = false; // This field is deprecated
            request.AssetBlock.TransactionID = transactionID;
            request.AssetBlock.Type = (sbyte)type;

            bool isMultiPacketUpload;
            if (data.Length + 100 < Settings.MAX_PACKET_SIZE)
            {
                isMultiPacketUpload = false;
                Logger.Log(
                    String.Format("Beginning asset upload [Single Packet], ID: {0}, AssetID: {1}, Size: {2}",
                    upload.ID.ToString(), upload.AssetID.ToString(), upload.Size), Helpers.LogLevel.Info, Client);

                Transfers[upload.ID] = upload;

                // The whole asset will fit in this packet, makes things easy
                request.AssetBlock.AssetData = data;
                upload.Transferred = data.Length;
            }
            else
            {
                isMultiPacketUpload = true;
                Logger.Log(
                    String.Format("Beginning asset upload [Multiple Packets], ID: {0}, AssetID: {1}, Size: {2}",
                    upload.ID.ToString(), upload.AssetID.ToString(), upload.Size), Helpers.LogLevel.Info, Client);

                // Asset is too big, send in multiple packets
                request.AssetBlock.AssetData = Utils.EmptyBytes;
            }

            // Wait for the previous upload to receive a RequestXferPacket
            lock (PendingUploadLock)
            {
                const int UPLOAD_CONFIRM_TIMEOUT = 20 * 1000;
                const int SLEEP_INTERVAL = 50;
                int t = 0;
                while (WaitingForUploadConfirm && t < UPLOAD_CONFIRM_TIMEOUT)
                {
                    System.Threading.Thread.Sleep(SLEEP_INTERVAL);
                    t += SLEEP_INTERVAL;
                }

                if (t < UPLOAD_CONFIRM_TIMEOUT)
                {
                    if (isMultiPacketUpload)
                    {
                        WaitingForUploadConfirm = true;
                    }
                    PendingUpload = upload;
                    Client.Network.SendPacket(request);

                    return upload.ID;
                }
                else
                {
                    throw new Exception("Timeout waiting for previous asset upload to begin");
                }
            }
        }
Exemple #3
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 /// <summary>
 /// Used to force asset data into the PendingUpload property, ie: for raw terrain uploads
 /// </summary>
 /// <param name="assetData">An AssetUpload object containing the data to upload to the simulator</param>
 internal void SetPendingAssetUploadData(AssetUpload assetData)
 {
     lock (PendingUploadLock)
         PendingUpload = assetData;
 }
Exemple #4
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 public AssetUploadEventArgs(AssetUpload upload)
 {
     this.m_Upload = upload;
 }
Exemple #5
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        /// <summary>Process an incoming packet and raise the appropriate events</summary>
        /// <param name="sender">The sender</param>
        /// <param name="e">The EventArgs object containing the packet data</param>
        protected void RequestXferHandler(object sender, PacketReceivedEventArgs e)
        {
            if (PendingUpload == null)
                Logger.Log("Received a RequestXferPacket for an unknown asset upload", Helpers.LogLevel.Warning, Client);
            else
            {
                AssetUpload upload = PendingUpload;
                PendingUpload = null;
                WaitingForUploadConfirm = false;
                RequestXferPacket request = (RequestXferPacket)e.Packet;

                upload.XferID = request.XferID.ID;
                upload.Type = (AssetType)request.XferID.VFileType;

                UUID transferID = new UUID(upload.XferID);
                Transfers[transferID] = upload;

                // Send the first packet containing actual asset data
                SendNextUploadPacket(upload);
            }
        }
Exemple #6
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        private void SendNextUploadPacket(AssetUpload upload)
        {
            SendXferPacketPacket send = new SendXferPacketPacket();

            send.XferID.ID = upload.XferID;
            send.XferID.Packet = upload.PacketNum++;

            if (send.XferID.Packet == 0)
            {
                // The first packet reserves the first four bytes of the data for the
                // total length of the asset and appends 1000 bytes of data after that
                send.DataPacket.Data = new byte[1004];
                Buffer.BlockCopy(Utils.IntToBytes(upload.Size), 0, send.DataPacket.Data, 0, 4);
                Buffer.BlockCopy(upload.AssetData, 0, send.DataPacket.Data, 4, 1000);
                upload.Transferred += 1000;

                lock (Transfers)
                {
                    Transfers.Remove(upload.AssetID);
                    Transfers[upload.ID] = upload;
                }
            }
            else if ((send.XferID.Packet + 1) * 1000 < upload.Size)
            {
                // This packet is somewhere in the middle of the transfer, or a perfectly
                // aligned packet at the end of the transfer
                send.DataPacket.Data = new byte[1000];
                Buffer.BlockCopy(upload.AssetData, upload.Transferred, send.DataPacket.Data, 0, 1000);
                upload.Transferred += 1000;
            }
            else
            {
                // Special handler for the last packet which will be less than 1000 bytes
                int lastlen = upload.Size - ((int)send.XferID.Packet * 1000);
                send.DataPacket.Data = new byte[lastlen];
                Buffer.BlockCopy(upload.AssetData, (int)send.XferID.Packet * 1000, send.DataPacket.Data, 0, lastlen);
                send.XferID.Packet |= (uint)0x80000000; // This signals the final packet
                upload.Transferred += lastlen;
            }

            Client.Network.SendPacket(send);
        }
        /// <summary>
        /// Upload a terrain RAW file
        /// </summary>
        /// <param name="fileData">A byte array containing the encoded terrain data</param>
        /// <param name="fileName">The name of the file being uploaded</param>
        /// <returns>The Id of the transfer request</returns>
        public UUID UploadTerrain(byte[] fileData, string fileName)
        {
            AssetUpload upload = new AssetUpload();
            upload.AssetData = fileData;
            upload.AssetType = AssetType.Unknown;
            upload.Size = fileData.Length;
            upload.ID = UUID.Random();

            // Tell the library we have a pending file to upload
            Client.Assets.SetPendingAssetUploadData(upload);

            // Create and populate a list with commands specific to uploading a raw terrain file
            List<String> paramList = new List<string>();
            paramList.Add("upload filename");
            paramList.Add(fileName);

            // Tell the simulator we have a new raw file to upload
            Client.Estate.EstateOwnerMessage("terrain", paramList);

            return upload.ID;
        }
        private void Assets_OnAssetUploaded(AssetUpload upload)
        {
            lock (PendingUploads)
            {
                if (PendingUploads.ContainsKey(upload.AssetID))
                {
                    if (upload.Success)
                    {
                        // Setup the TextureEntry with the new baked upload
                        TextureIndex index = PendingUploads[upload.AssetID];
                        AgentTextures[(int)index] = upload.AssetID;

                        Log.DebugLog("Upload complete, AgentTextures " + index.ToString() + " set to " + 
                            upload.AssetID.ToString());
                    }
                    else
                    {
                        Log.Log("Asset upload " + upload.AssetID.ToString() + " failed", 
                            Helpers.LogLevel.Warning);
                    }

                    PendingUploads.Remove(upload.AssetID);

                    Log.DebugLog("Pending uploads: " + PendingUploads.Count + ", pending downloads: " +
                        ImageDownloads.Count);

                    if (PendingUploads.Count == 0 && ImageDownloads.Count == 0)
                    {
                        Log.DebugLog("All pending image downloads and uploads complete");

                        CachedResponseEvent.Set();
                    }
                }
                else
                {
                    // TEMP
                    Log.DebugLog("Upload " + upload.AssetID.ToString() + " was not found in PendingUploads");
                }
            }
        }
Exemple #9
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        private void RequestXferHandler(Packet packet, Simulator simulator)
        {
            if (PendingUpload == null)
                Log.Log("Received a RequestXferPacket for an unknown asset upload", Helpers.LogLevel.Warning);
            else
            {
                AssetUpload upload = PendingUpload;
                PendingUpload = null;
                WaitingForUploadConfirm = false;
                RequestXferPacket request = (RequestXferPacket)packet;

                upload.XferID = request.XferID.ID;
                upload.Type = (AssetType)request.XferID.VFileType;

                UUID transferID = new UUID(upload.XferID);
                Transfers[transferID] = upload;

                // Send the first packet containing actual asset data
                SendNextUploadPacket(upload);
            }
        }
Exemple #10
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 public void Assets_OnAssetUploaded(AssetUpload upload)
 {
     Hashtable hash = new Hashtable();
     hash.Add("MessageType", "AssetUploaded");
     hash.Add("AssetID", upload.AssetID);
     hash.Add("TransferID", upload.XferID);
     hash.Add("ID", upload.ID);
     hash.Add("Success", upload.Success);
     enqueue(hash);
 }