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); }
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); 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) { AddImageToQueue(image); } } } else { //Add it to the other queue and delete it from the top imagesToReAdd.Add(image); packetsSent++; //We tried to send one } } //Add all the ones we removed so that we wouldn't block the queue if (imagesToReAdd.Count != 0) { foreach (J2KImage image in imagesToReAdd) { AddImageToQueue(image); } } int EndTime = Util.EnvironmentTickCountSubtract(StartTime); IMonitorModule module = m_client.Scene.RequestModuleInterface <IMonitorModule>(); if (module != null) { IImageFrameTimeMonitor monitor = module.GetMonitor <IImageFrameTimeMonitor>(m_client.Scene); monitor.AddImageTime(EndTime); } lock (m_syncRoot) return(m_queue.Count > 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); }