/** * @file lllandmarklist.cpp * @brief Landmark asset list class * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lllandmarklist.h" #include "message.h" #include "llassetstorage.h" #include "llappviewer.h" #include "llagent.h" #include "llvfile.h" #include "llviewerstats.h" // Globals LLLandmarkList gLandmarkList; // number is mostly arbitrary, but it should be below DEFAULT_QUEUE_SIZE pool size, // which is 4096, to not overfill the pool if user has more than 4K of landmarks // and it should leave some space for other potential simultaneous asset request const S32 MAX_SIMULTANEOUS_REQUESTS = 512; //////////////////////////////////////////////////////////////////////////// // LLLandmarkList LLLandmarkList::~LLLandmarkList() { std::for_each(mList.begin(), mList.end(), DeletePairedPointer()); mList.clear(); } LLLandmark* LLLandmarkList::getAsset(const LLUUID& asset_uuid, loaded_callback_t cb) { LLLandmark* landmark = get_ptr_in_map(mList, asset_uuid); if(landmark) { LLVector3d dummy; if(cb && !landmark->getGlobalPos(dummy)) { // landmark is not completely loaded yet loaded_callback_map_t::value_type vt(asset_uuid, cb); mLoadedCallbackMap.insert(vt); } return landmark; } else { if ( mBadList.find(asset_uuid) != mBadList.end() ) { return NULL; } if ( mWaitList.find(asset_uuid) != mWaitList.end() ) { // Landmark is sheduled for download, but not requested yet return NULL; } landmark_requested_list_t::iterator iter = mRequestedList.find(asset_uuid); if (iter != mRequestedList.end()) { const F32 rerequest_time = 30.f; // 30 seconds between requests if (gFrameTimeSeconds - iter->second < rerequest_time) { return NULL; } } if (cb) { loaded_callback_map_t::value_type vt(asset_uuid, cb); mLoadedCallbackMap.insert(vt); } if (mRequestedList.size() > MAX_SIMULTANEOUS_REQUESTS) { // Workarounds for corutines pending list size limit: // Postpone download till queue is emptier. // Coroutines have own built in 'pending' list, but unfortunately // it is too small compared to potential amount of landmarks // or assets. mWaitList.insert(asset_uuid); return NULL; } mRequestedList[asset_uuid] = gFrameTimeSeconds; // Note that getAssetData can callback immediately and cleans mRequestedList gAssetStorage->getAssetData(asset_uuid, LLAssetType::AT_LANDMARK, LLLandmarkList::processGetAssetReply, NULL); } return NULL; } // static void LLLandmarkList::processGetAssetReply( LLVFS *vfs, const LLUUID& uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status ) { if( status == 0 ) { LLVFile file(vfs, uuid, type); S32 file_length = file.getSize(); if (file_length > 0) { std::vector buffer(file_length + 1); file.read((U8*)&buffer[0], file_length); buffer[file_length] = 0; LLLandmark* landmark = LLLandmark::constructFromString(&buffer[0], buffer.size()); if (landmark) { gLandmarkList.mList[uuid] = landmark; gLandmarkList.mRequestedList.erase(uuid); LLVector3d pos; if (!landmark->getGlobalPos(pos)) { LLUUID region_id; if (landmark->getRegionID(region_id)) { LLLandmark::requestRegionHandle( gMessageSystem, gAgent.getRegionHost(), region_id, boost::bind(&LLLandmarkList::onRegionHandle, &gLandmarkList, uuid)); } // the callback will be called when we get the region handle. } else { gLandmarkList.makeCallbacks(uuid); } } else { // failed to parse, shouldn't happen gLandmarkList.eraseCallbacks(uuid); } } else { // got a good status, but no file, shouldn't happen gLandmarkList.eraseCallbacks(uuid); } } else { // SJB: No use case for a notification here. Use LL_DEBUGS() instead if( LL_ERR_ASSET_REQUEST_NOT_IN_DATABASE == status ) { LL_WARNS("Landmarks") << "Missing Landmark" << LL_ENDL; //LLNotificationsUtil::add("LandmarkMissing"); } else { LL_WARNS("Landmarks") << "Unable to load Landmark" << LL_ENDL; //LLNotificationsUtil::add("UnableToLoadLandmark"); } gLandmarkList.mBadList.insert(uuid); gLandmarkList.mRequestedList.erase(uuid); //mBadList effectively blocks any load, so no point keeping id in requests gLandmarkList.eraseCallbacks(uuid); } // getAssetData can fire callback immediately, causing // a recursion which is suboptimal for very large wait list. // 'scheduling' indicates that we are inside request and // shouldn't be launching more requests. static bool scheduling = false; if (!scheduling && !gLandmarkList.mWaitList.empty()) { scheduling = true; while (!gLandmarkList.mWaitList.empty() && gLandmarkList.mRequestedList.size() < MAX_SIMULTANEOUS_REQUESTS) { // start new download from wait list landmark_uuid_list_t::iterator iter = gLandmarkList.mWaitList.begin(); LLUUID asset_uuid = *iter; gLandmarkList.mWaitList.erase(iter); // add to mRequestedList before calling getAssetData() gLandmarkList.mRequestedList[asset_uuid] = gFrameTimeSeconds; // Note that getAssetData can callback immediately and cleans mRequestedList gAssetStorage->getAssetData(asset_uuid, LLAssetType::AT_LANDMARK, LLLandmarkList::processGetAssetReply, NULL); } scheduling = false; } } BOOL LLLandmarkList::isAssetInLoadedCallbackMap(const LLUUID& asset_uuid) { return mLoadedCallbackMap.find(asset_uuid) != mLoadedCallbackMap.end(); } BOOL LLLandmarkList::assetExists(const LLUUID& asset_uuid) { return mList.count(asset_uuid) != 0 || mBadList.count(asset_uuid) != 0; } void LLLandmarkList::onRegionHandle(const LLUUID& landmark_id) { LLLandmark* landmark = getAsset(landmark_id); if (!landmark) { LL_WARNS() << "Got region handle but the landmark " << landmark_id << " not found." << LL_ENDL; eraseCallbacks(landmark_id); return; } // Calculate landmark global position. // This should succeed since the region handle is available. LLVector3d pos; if (!landmark->getGlobalPos(pos)) { LL_WARNS() << "Got region handle but the landmark " << landmark_id << " global position is still unknown." << LL_ENDL; eraseCallbacks(landmark_id); return; } // Call this even if no landmark exists to clean mLoadedCallbackMap makeCallbacks(landmark_id); } void LLLandmarkList::eraseCallbacks(const LLUUID& landmark_id) { mLoadedCallbackMap.erase(landmark_id); } void LLLandmarkList::makeCallbacks(const LLUUID& landmark_id) { LLLandmark* landmark = getAsset(landmark_id); if (!landmark) { LL_WARNS() << "Landmark " << landmark_id << " to make callbacks for not found." << LL_ENDL; } // make all the callbacks here. loaded_callback_map_t::iterator it; while((it = mLoadedCallbackMap.find(landmark_id)) != mLoadedCallbackMap.end()) { if (landmark) (*it).second(landmark); mLoadedCallbackMap.erase(it); } }