2007-03-05 12:55:47 +00:00
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/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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2007-03-05 18:10:21 +00:00
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using System.Net;
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using System.Net.Sockets;
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using System.IO;
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using System.Threading;
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2007-03-05 12:55:47 +00:00
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using libsecondlife;
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2007-03-05 15:35:18 +00:00
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using OpenSim.Assets;
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2007-03-05 12:55:47 +00:00
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namespace OpenSim.GridServers
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{
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/// <summary>
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/// Description of IAssetServer.
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/// </summary>
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public class LocalAssetServer : IAssetServer
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{
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2007-03-05 18:10:21 +00:00
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private IAssetReceiver _receiver;
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private BlockingQueue<ARequest> _assetRequests;
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2007-03-05 12:55:47 +00:00
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public LocalAssetServer()
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{
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2007-03-05 18:10:21 +00:00
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this._assetRequests = new BlockingQueue<ARequest>();
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2007-03-05 12:55:47 +00:00
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}
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2007-03-05 18:10:21 +00:00
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public void SetReceiver(IAssetReceiver receiver)
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{
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this._receiver = receiver;
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}
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public void RequestAsset(LLUUID assetID, bool isTexture)
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{
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ARequest req = new ARequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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this._assetRequests.Enqueue(req);
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}
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public void UpdateAsset(AssetBase asset)
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2007-03-05 12:55:47 +00:00
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{
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}
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2007-03-05 18:10:21 +00:00
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public void UploadNewAsset(AssetBase asset)
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2007-03-05 12:55:47 +00:00
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{
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}
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2007-03-05 18:10:21 +00:00
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private void RunRequests()
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{
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while(true)
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{
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}
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}
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}
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public class RemoteAssetServer : IAssetServer
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{
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private IAssetReceiver _receiver;
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private BlockingQueue<ARequest> _assetRequests;
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private Thread _remoteAssetServerThread;
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public RemoteAssetServer()
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{
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this._assetRequests = new BlockingQueue<ARequest>();
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this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests));
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this._remoteAssetServerThread.IsBackground = true;
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this._remoteAssetServerThread.Start();
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}
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public void SetReceiver(IAssetReceiver receiver)
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{
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this._receiver = receiver;
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}
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public void RequestAsset(LLUUID assetID, bool isTexture)
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{
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ARequest req = new ARequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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this._assetRequests.Enqueue(req);
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}
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2007-03-05 15:35:18 +00:00
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public void UpdateAsset(AssetBase asset)
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2007-03-05 12:55:47 +00:00
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{
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}
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2007-03-05 18:10:21 +00:00
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2007-03-05 15:35:18 +00:00
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public void UploadNewAsset(AssetBase asset)
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2007-03-05 12:55:47 +00:00
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{
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}
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2007-03-05 18:10:21 +00:00
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private void RunRequests()
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{
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while(true)
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{
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//we need to add support for the asset server not knowing about a requested asset
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ARequest req = this._assetRequests.Dequeue();
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LLUUID assetID = req.AssetID;
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Console.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
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WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + assetID + "/data");
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WebResponse AssetResponse = AssetLoad.GetResponse();
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byte[] idata = new byte[(int)AssetResponse.ContentLength];
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BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
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idata = br.ReadBytes((int)AssetResponse.ContentLength);
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br.Close();
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AssetBase asset = new AssetBase();
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asset.FullID = assetID;
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asset.Data = idata;
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_receiver.AssetReceived(asset, req.IsTexture );
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}
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}
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2007-03-05 12:55:47 +00:00
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}
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public interface IAssetServer
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{
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2007-03-05 18:10:21 +00:00
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void SetReceiver(IAssetReceiver receiver);
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void RequestAsset(LLUUID assetID, bool isTexture);
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2007-03-05 15:35:18 +00:00
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void UpdateAsset(AssetBase asset);
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void UploadNewAsset(AssetBase asset);
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2007-03-05 12:55:47 +00:00
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}
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2007-03-05 18:10:21 +00:00
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// could change to delegate?
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public interface IAssetReceiver
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2007-03-05 12:55:47 +00:00
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{
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2007-03-05 18:10:21 +00:00
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void AssetReceived(AssetBase asset, bool IsTexture);
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2007-03-05 15:35:18 +00:00
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void AssetNotFound(AssetBase asset);
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2007-03-05 12:55:47 +00:00
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}
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2007-03-05 18:10:21 +00:00
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public struct ARequest
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{
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public LLUUID AssetID;
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public bool IsTexture;
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}
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2007-03-05 12:55:47 +00:00
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}
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