Slowly working my way towards the elimination of IAssetServer and IAssetCache.
parent
a50904a68b
commit
024755d8b7
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@ -35,14 +35,13 @@ namespace OpenSim.Framework
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/// <summary>
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/// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
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/// </summary>
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public interface IAssetCache : IAssetReceiver, IPlugin
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public interface IAssetCache : IPlugin
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{
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/// <value>
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/// The 'server' from which assets can be requested and to which assets are persisted.
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/// </value>
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IAssetServer AssetServer { get; }
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void Initialise(ConfigSettings cs, IAssetServer server);
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void Initialise(ConfigSettings cs);
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/// <summary>
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/// Report statistical data to the log.
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@ -112,21 +111,4 @@ namespace OpenSim.Framework
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void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
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}
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public class AssetCachePluginInitialiser : PluginInitialiserBase
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{
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private ConfigSettings config;
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private IAssetServer server;
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public AssetCachePluginInitialiser (ConfigSettings p_sv, IAssetServer p_as)
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{
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config = p_sv;
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server = p_as;
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}
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public override void Initialise (IPlugin plugin)
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{
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IAssetCache p = plugin as IAssetCache;
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p.Initialise (config, server);
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}
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}
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}
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@ -29,108 +29,10 @@ using OpenMetaverse;
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namespace OpenSim.Framework
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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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///// <summary>
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///// Description of IAssetServer.
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///// </summary>
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public interface IAssetServer : IPlugin
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{
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void Initialise(ConfigSettings settings);
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void Initialise(ConfigSettings settings, string url, string dir, bool test);
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void Initialise(ConfigSettings settings, string url);
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/// <summary>
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/// Start the asset server
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/// </summary>
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void Start();
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/// <summary>
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/// Stop the asset server
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/// </summary>
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void Stop();
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void SetReceiver(IAssetReceiver receiver);
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void RequestAsset(UUID assetID, bool isTexture);
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void StoreAsset(AssetBase asset);
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void UpdateAsset(AssetBase asset);
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}
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/// <summary>
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/// Implemented by classes which with to asynchronously receive asset data from the asset service
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/// </summary>
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/// <remarks>could change to delegate?</remarks>
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public interface IAssetReceiver
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{
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/// <summary>
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/// Call back made when a requested asset has been retrieved by an asset server
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/// </summary>
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/// <param name="asset"></param>
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/// <param name="IsTexture"></param>
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void AssetReceived(AssetBase asset, bool IsTexture);
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/// <summary>
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/// Call back made when an asset server could not retrieve a requested asset
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="IsTexture"></param>
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void AssetNotFound(UUID assetID, bool IsTexture);
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}
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public class AssetClientPluginInitialiser : PluginInitialiserBase
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{
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private ConfigSettings config;
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public AssetClientPluginInitialiser (ConfigSettings p_sv)
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{
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config = p_sv;
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}
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public override void Initialise (IPlugin plugin)
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{
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IAssetServer p = plugin as IAssetServer;
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p.Initialise (config);
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}
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}
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public class LegacyAssetClientPluginInitialiser : PluginInitialiserBase
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{
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private ConfigSettings config;
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private string assetURL;
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public LegacyAssetClientPluginInitialiser (ConfigSettings p_sv, string p_url)
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{
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config = p_sv;
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assetURL = p_url;
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}
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public override void Initialise (IPlugin plugin)
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{
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IAssetServer p = plugin as IAssetServer;
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p.Initialise (config, assetURL);
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}
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}
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public class CryptoAssetClientPluginInitialiser : PluginInitialiserBase
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{
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private ConfigSettings config;
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private string assetURL;
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private string currdir;
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private bool test;
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public CryptoAssetClientPluginInitialiser (ConfigSettings p_sv, string p_url, string p_dir, bool p_test)
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{
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config = p_sv;
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assetURL = p_url;
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currdir = p_dir;
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test = p_test;
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}
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public override void Initialise (IPlugin plugin)
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{
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IAssetServer p = plugin as IAssetServer;
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p.Initialise (config, assetURL, currdir, test);
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}
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}
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public interface IAssetPlugin
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{
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IAssetServer GetAssetServer();
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}
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}
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