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/**
* @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 "llfilesystem.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 (cb)
{
// Multiple different sources can request same landmark,
// mLoadedCallbackMap is a multimap that allows multiple pairs with same key
// Todo: this might need to be improved to not hold identical callbacks multiple times
loaded_callback_map_t::value_type vt(asset_uuid, cb);
mLoadedCallbackMap.insert(vt);
}
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 (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(
const LLUUID& uuid,
LLAssetType::EType type,
void* user_data,
S32 status,
LLExtStat ext_status )
{
if( status == 0 )
{
LLFileSystem file(uuid, type);
S32 file_length = file.getSize();
if (file_length > 0)
{
std::vector<char> 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);
}
}
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