/// <summary> /// Handles an incoming texture request or update to an existing texture request /// </summary> /// <param name="newRequest"></param> public void EnqueueReq(TextureRequestArgs newRequest) { //Make sure we're not shutting down.. if (!m_shuttingdown) { J2KImage imgrequest; // Do a linear search for this texture download lock (m_syncRoot) m_priorityQueue.Find(delegate(J2KImage img) { return(img.TextureID == newRequest.RequestedAssetID); }, out imgrequest); if (imgrequest != null) { if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f) { //m_log.Debug("[TEX]: (CAN) ID=" + newRequest.RequestedAssetID); try { lock (m_syncRoot) m_priorityQueue.Delete(imgrequest.PriorityQueueHandle); } catch (Exception) { } } else { //m_log.DebugFormat("[TEX]: (UPD) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); //Check the packet sequence to make sure this isn't older than //one we've already received if (newRequest.requestSequence > imgrequest.LastSequence) { //Update the sequence number of the last RequestImage packet imgrequest.LastSequence = newRequest.requestSequence; //Update the requested discard level imgrequest.DiscardLevel = newRequest.DiscardLevel; //Update the requested packet number imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber); //Update the requested priority imgrequest.Priority = newRequest.Priority; UpdateImageInQueue(imgrequest); //Run an update imgrequest.RunUpdate(); } } } else { if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f) { //m_log.DebugFormat("[TEX]: (IGN) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); } else { //m_log.DebugFormat("[TEX]: (NEW) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); imgrequest = new J2KImage(this); imgrequest.J2KDecoder = m_j2kDecodeModule; imgrequest.AssetService = m_assetCache; imgrequest.AgentID = m_client.AgentId; imgrequest.InventoryAccessModule = m_client.Scene.RequestModuleInterface <IInventoryAccessModule>(); imgrequest.DiscardLevel = newRequest.DiscardLevel; imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber); imgrequest.Priority = newRequest.Priority; imgrequest.TextureID = newRequest.RequestedAssetID; imgrequest.Priority = newRequest.Priority; //Add this download to the priority queue AddImageToQueue(imgrequest); //Run an update imgrequest.RunUpdate(); } } } }
public void EnqueueReq(TextureRequestArgs newRequest) { //newRequest is the properties of our new texture fetch request. //Basically, here is where we queue up "new" requests.. // .. or modify existing requests to suit. //Make sure we're not shutting down.. if (!m_shuttingdown) { //Do we already know about this UUID? if (m_imagestore.ContainsKey(newRequest.RequestedAssetID)) { //Check the packet sequence to make sure this isn't older than //one we've already received J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID]; // This is the inbound request sequence number. We can ignore // "old" ones. if (newRequest.requestSequence > imgrequest.m_lastSequence) { imgrequest.m_lastSequence = newRequest.requestSequence; //Check the priority double priority = imgrequest.m_requestedPriority; if (priority != newRequest.Priority) { //Remove the old priority m_priorities.Remove(imgrequest.m_designatedPriorityKey); //Assign a new unique priority imgrequest.m_requestedPriority = newRequest.Priority; imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); } //Update the requested discard level imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; //Update the requested packet number imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; //Check if this will create an outstanding texture request bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel; //Run an update imgrequest.RunUpdate(); if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded) { Interlocked.Increment(ref m_outstandingtextures); } } } else { J2KImage imgrequest = new J2KImage(this); //Assign our missing substitute imgrequest.m_MissingSubstitute = m_missingsubstitute; //Assign our decoder module imgrequest.m_j2kDecodeModule = m_j2kDecodeModule; //Assign our asset cache module imgrequest.m_assetCache = m_assetCache; //Assign a priority based on our request imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); //Assign the requested discard level imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; //Assign the requested packet number imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; //Assign the requested priority imgrequest.m_requestedPriority = newRequest.Priority; //Assign the asset uuid imgrequest.m_requestedUUID = newRequest.RequestedAssetID; m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest); //Run an update imgrequest.RunUpdate(); } } }
public void EnqueueReq(TextureRequestArgs newRequest) { //newRequest is the properties of our new texture fetch request. //Basically, here is where we queue up "new" requests.. // .. or modify existing requests to suit. //Make sure we're not shutting down.. if (!m_shuttingdown) { //Do we already know about this UUID? if (m_imagestore.ContainsKey(newRequest.RequestedAssetID)) { //Check the packet sequence to make sure this isn't older than //one we've already received J2KImage imgrequest = m_imagestore[newRequest.RequestedAssetID]; if (newRequest.requestSequence > imgrequest.m_lastSequence) { imgrequest.m_lastSequence = newRequest.requestSequence; //First of all, is this being killed? //if (newRequest.Priority == 0.0f && newRequest.DiscardLevel == -1) //{ //Do nothing (leaving the if for future use) //} //else //{ //Check the priority double priority = imgrequest.m_requestedPriority; if (priority != newRequest.Priority) { //Remove the old priority m_priorities.Remove(imgrequest.m_designatedPriorityKey); //Assign a new unique priority imgrequest.m_requestedPriority = newRequest.Priority; imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); } //Update the requested discard level imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; //Update the requested packet number imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; //Check if this will create an outstanding texture request bool activated = imgrequest.m_completedSendAtCurrentDiscardLevel; //Run an update imgrequest.RunUpdate(); if (activated && !imgrequest.m_completedSendAtCurrentDiscardLevel && imgrequest.m_decoded) { m_outstandingtextures++; } //} } } else { J2KImage imgrequest = new J2KImage(this); //Assign our missing substitute imgrequest.m_MissingSubstitute = m_missingsubstitute; //Assign our decoder module imgrequest.m_j2kDecodeModule = m_j2kDecodeModule; //Assign our asset cache module imgrequest.m_assetCache = m_assetCache; //Assign a priority based on our request imgrequest.m_designatedPriorityKey = AssignPriority(newRequest.RequestedAssetID, newRequest.Priority); //Assign the requested discard level imgrequest.m_requestedDiscardLevel = newRequest.DiscardLevel; //Assign the requested packet number imgrequest.m_requestedPacketNumber = newRequest.PacketNumber; //Assign the requested priority imgrequest.m_requestedPriority = newRequest.Priority; //Assign the asset uuid imgrequest.m_requestedUUID = newRequest.RequestedAssetID; m_imagestore.Add(imgrequest.m_requestedUUID, imgrequest); //Run an update imgrequest.RunUpdate(); } } }
/// <summary> /// Handles an incoming texture request or update to an existing texture request /// </summary> /// <param name="newRequest"></param> public void EnqueueReq(TextureRequestArgs newRequest) { if (!m_shuttingdown) { J2KImage imgrequest; // Do a linear search for this texture download lock (m_syncRoot) m_priorityQueue.Find(delegate(J2KImage img) { return(img.TextureID == newRequest.RequestedAssetID); }, out imgrequest); if (imgrequest != null) { if (newRequest.DiscardLevel < 0) { //m_log.Debug("[TEX]: (CAN) ID=" + newRequest.RequestedAssetID); try { lock (m_syncRoot) m_priorityQueue.Delete(imgrequest.PriorityQueueHandle); } catch (Exception) { } } else { // m_log.DebugFormat( // "[LL IMAGE MANAGER]: Received duplicate of existing request for {0}, start packet {1} from {2}", // newRequest.RequestedAssetID, newRequest.PacketNumber, m_client.Name); // m_log.DebugFormat("[TEX]: (UPD) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); //Check the packet sequence to make sure this isn't older than //one we've already received if (newRequest.requestSequence > imgrequest.LastSequence) { //Update the sequence number of the last RequestImage packet imgrequest.LastSequence = newRequest.requestSequence; //Update the requested discard level imgrequest.DiscardLevel = newRequest.DiscardLevel; //Update the requested packet number imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber); //Update the requested priority imgrequest.Priority = newRequest.Priority; UpdateImageInQueue(imgrequest); imgrequest.RunUpdate(); // J2KImage imgrequest2 = new J2KImage(this); // imgrequest2.J2KDecoder = m_j2kDecodeModule; // imgrequest2.AssetService = m_assetCache; // imgrequest2.AgentID = m_client.AgentId; // imgrequest2.InventoryAccessModule = m_client.Scene.RequestModuleInterface<IInventoryAccessModule>(); // imgrequest2.DiscardLevel = newRequest.DiscardLevel; // imgrequest2.StartPacket = Math.Max(1, newRequest.PacketNumber); // imgrequest2.Priority = newRequest.Priority; // imgrequest2.TextureID = newRequest.RequestedAssetID; // imgrequest2.Priority = newRequest.Priority; // // //Add this download to the priority queue // AddImageToQueue(imgrequest2); // // imgrequest2.RunUpdate(); } // else // { // m_log.DebugFormat( // "[LL IMAGE MANAGER]: Ignoring duplicate of existing request for {0} (sequence {1}) from {2} as its request sequence {3} is not greater", // newRequest.RequestedAssetID, imgrequest.LastSequence, m_client.Name, newRequest.requestSequence); // } } } else { if (newRequest.DiscardLevel < 0) { //m_log.DebugFormat("[TEX]: (IGN) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); } else { // m_log.DebugFormat( // "[LL IMAGE MANAGER]: Received request for {0}, start packet {1} from {2}", // newRequest.RequestedAssetID, newRequest.PacketNumber, m_client.Name); //m_log.DebugFormat("[TEX]: (NEW) ID={0}: D={1}, S={2}, P={3}", // newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority); imgrequest = new J2KImage(this); imgrequest.J2KDecoder = m_j2kDecodeModule; imgrequest.AssetService = m_assetCache; imgrequest.AgentID = Client.AgentId; imgrequest.InventoryAccessModule = Client.Scene.RequestModuleInterface <IInventoryAccessModule>(); imgrequest.DiscardLevel = newRequest.DiscardLevel; imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber); imgrequest.Priority = newRequest.Priority; imgrequest.TextureID = newRequest.RequestedAssetID; imgrequest.Priority = newRequest.Priority; //Add this download to the priority queue AddImageToQueue(imgrequest); imgrequest.RunUpdate(); } } } }