OpenSimMirror/GridServers/IAssetServer.cs

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