OpenSimMirror/OpenSim/Framework/Communications/Cache/AssetServerBase.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSim Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.
*
*/
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using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using System.Xml;
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using libsecondlife;
using Nini.Config;
using OpenSim.Framework.Console;
namespace OpenSim.Framework.Communications.Cache
{
public abstract class AssetServerBase : IAssetServer
{
protected IAssetReceiver _receiver;
protected BlockingQueue<AssetRequest> _assetRequests;
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protected Thread _localAssetServerThread;
protected IAssetProvider m_assetProviderPlugin;
protected object syncLock = new object();
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protected abstract void StoreAsset(AssetBase asset);
protected abstract void CommitAssets();
/// <summary>
/// This method must be implemented by a subclass to retrieve the asset named in the
/// AssetRequest. If the asset is not found, null should be returned.
/// </summary>
/// <param name="req"></param>
/// <returns></returns>
protected abstract AssetBase _ProcessRequest(AssetRequest req);
/// <summary>
/// Process an asset request. This method will call _ProcessRequest(AssetRequest req)
/// on the subclass.
/// </summary>
/// <param name="req"></param>
protected void ProcessRequest(AssetRequest req)
{
AssetBase asset = _ProcessRequest(req);
if (asset != null)
{
MainLog.Instance.Verbose(
"ASSET", "Asset {0} received from asset server", req.AssetID);
_receiver.AssetReceived(asset, req.IsTexture);
}
else
{
MainLog.Instance.Error(
"ASSET", "Asset {0} not found by asset server", req.AssetID);
_receiver.AssetNotFound(req.AssetID);
}
}
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public void LoadDefaultAssets()
{
MainLog.Instance.Verbose("ASSETSERVER", "Setting up asset database");
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ForEachDefaultAsset(StoreAsset);
ForEachXmlAsset(StoreAsset);
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CommitAssets();
}
public AssetServerBase()
{
MainLog.Instance.Verbose("ASSETSERVER", "Starting asset storage system");
_assetRequests = new BlockingQueue<AssetRequest>();
_localAssetServerThread = new Thread(RunRequests);
_localAssetServerThread.IsBackground = true;
_localAssetServerThread.Start();
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}
private void RunRequests()
{
while (true) // Since it's a 'blocking queue'
{
try
{
AssetRequest req = _assetRequests.Dequeue();
ProcessRequest(req);
}
catch(Exception e)
{
MainLog.Instance.Error("ASSETSERVER", e.Message );
}
}
}
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public void LoadAsset(AssetBase info, bool image, string filename)
{
//should request Asset from storage manager
//but for now read from file
string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
string fileName = Path.Combine(dataPath, filename);
FileInfo fInfo = new FileInfo(fileName);
long numBytes = fInfo.Length;
FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
byte[] idata = new byte[numBytes];
BinaryReader br = new BinaryReader(fStream);
idata = br.ReadBytes((int) numBytes);
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br.Close();
fStream.Close();
info.Data = idata;
//info.loaded=true;
}
public void SetReceiver(IAssetReceiver receiver)
{
_receiver = receiver;
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}
public void RequestAsset(LLUUID assetID, bool isTexture)
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{
AssetRequest req = new AssetRequest();
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req.AssetID = assetID;
req.IsTexture = isTexture;
_assetRequests.Enqueue(req);
MainLog.Instance.Verbose("ASSET", "Added {0} to request queue", assetID);
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}
public virtual void UpdateAsset(AssetBase asset)
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{
lock (syncLock)
{
m_assetProviderPlugin.UpdateAsset(asset);
m_assetProviderPlugin.CommitAssets();
}
}
public void StoreAndCommitAsset(AssetBase asset)
{
lock (syncLock)
{
StoreAsset(asset);
CommitAssets();
}
}
public virtual void Close()
{
_localAssetServerThread.Abort();
}
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public void SetServerInfo(string ServerUrl, string ServerKey)
{
}
public virtual List<AssetBase> GetDefaultAssets()
{
List<AssetBase> assets = new List<AssetBase>();
return assets;
}
public AssetBase CreateImageAsset(string assetIdStr, string name, string filename)
{
return CreateAsset(assetIdStr, name, filename, true);
}
public void ForEachDefaultAsset(Action<AssetBase> action)
{
List<AssetBase> assets = GetDefaultAssets();
assets.ForEach(action);
}
public AssetBase CreateAsset(string assetIdStr, string name, string filename, bool isImage)
{
AssetBase asset = new AssetBase(
new LLUUID(assetIdStr),
name
);
if (!String.IsNullOrEmpty(filename))
{
MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, filename);
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LoadAsset(asset, isImage, filename);
}
else
{
MainLog.Instance.Verbose("ASSETS", "Instantiated: [{0}]", name);
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}
return asset;
}
public void ForEachXmlAsset(Action<AssetBase> action)
{
List<AssetBase> assets = new List<AssetBase>();
// System.Console.WriteLine("trying loading asset into database");
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string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
if (File.Exists(filePath))
{
try
{
XmlConfigSource source = new XmlConfigSource(filePath);
for (int i = 0; i < source.Configs.Count; i++)
{
// System.Console.WriteLine("loading asset into database");
string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToString());
string name = source.Configs[i].GetString("name", "");
sbyte type = (sbyte) source.Configs[i].GetInt("assetType", 0);
sbyte invType = (sbyte) source.Configs[i].GetInt("inventoryType", 0);
string fileName = source.Configs[i].GetString("fileName", "");
AssetBase newAsset = CreateAsset(assetIdStr, name, fileName, false);
newAsset.Type = type;
newAsset.InvType = invType;
assets.Add(newAsset);
}
}
catch (XmlException e)
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{
MainLog.Instance.Error("ASSETS", "Error loading " + filePath + ": " + e.ToString());
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}
}
assets.ForEach(action);
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}
}
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}