* ARequest changed name to AssetRequest and moved to own file.

* The AssetServerBase is now responsible for dequeueing, the server implementations merely recieves ProcessRequest( AssetRequest req )
* Catchall added around queue processing thread so thread won't abort on exceptions.
afrisby
lbsa71 2007-12-14 08:47:15 +00:00
parent 79935881aa
commit 0a4a5bbcef
6 changed files with 105 additions and 108 deletions

View File

@ -0,0 +1,10 @@
using libsecondlife;
namespace OpenSim.Framework
{
public struct AssetRequest
{
public LLUUID AssetID;
public bool IsTexture;
}
}

View File

@ -72,14 +72,11 @@ namespace OpenSim.Framework.Communications.Cache
} }
} }
protected override void RunRequests() protected override void ProcessRequest(AssetRequest req)
{
while (true)
{ {
byte[] idata = null; byte[] idata = null;
bool found = false; bool found = false;
AssetStorage foundAsset = null; AssetStorage foundAsset = null;
ARequest req = _assetRequests.Dequeue();
IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID)); IObjectSet result = db.Query(new AssetUUIDQuery(req.AssetID));
if (result.Count > 0) if (result.Count > 0)
{ {
@ -104,7 +101,6 @@ namespace OpenSim.Framework.Communications.Cache
_receiver.AssetNotFound(req.AssetID); _receiver.AssetNotFound(req.AssetID);
} }
} }
}
protected override void StoreAsset(AssetBase asset) protected override void StoreAsset(AssetBase asset)
{ {

View File

@ -40,7 +40,7 @@ namespace OpenSim.Framework.Communications.Cache
public abstract class AssetServerBase : IAssetServer public abstract class AssetServerBase : IAssetServer
{ {
protected IAssetReceiver _receiver; protected IAssetReceiver _receiver;
protected BlockingQueue<ARequest> _assetRequests; protected BlockingQueue<AssetRequest> _assetRequests;
protected Thread _localAssetServerThread; protected Thread _localAssetServerThread;
protected IAssetProvider m_assetProviderPlugin; protected IAssetProvider m_assetProviderPlugin;
protected object syncLock = new object(); protected object syncLock = new object();
@ -48,7 +48,7 @@ namespace OpenSim.Framework.Communications.Cache
protected abstract void StoreAsset(AssetBase asset); protected abstract void StoreAsset(AssetBase asset);
protected abstract void CommitAssets(); protected abstract void CommitAssets();
protected abstract void RunRequests(); protected abstract void ProcessRequest(AssetRequest req);
public void LoadDefaultAssets() public void LoadDefaultAssets()
{ {
@ -64,13 +64,30 @@ namespace OpenSim.Framework.Communications.Cache
public AssetServerBase() public AssetServerBase()
{ {
MainLog.Instance.Verbose("ASSETSERVER", "Starting asset storage system"); MainLog.Instance.Verbose("ASSETSERVER", "Starting asset storage system");
_assetRequests = new BlockingQueue<ARequest>(); _assetRequests = new BlockingQueue<AssetRequest>();
_localAssetServerThread = new Thread(RunRequests); _localAssetServerThread = new Thread(RunRequests);
_localAssetServerThread.IsBackground = true; _localAssetServerThread.IsBackground = true;
_localAssetServerThread.Start(); _localAssetServerThread.Start();
} }
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 );
}
}
}
public void LoadAsset(AssetBase info, bool image, string filename) public void LoadAsset(AssetBase info, bool image, string filename)
{ {
//should request Asset from storage manager //should request Asset from storage manager
@ -97,7 +114,7 @@ namespace OpenSim.Framework.Communications.Cache
public void RequestAsset(LLUUID assetID, bool isTexture) public void RequestAsset(LLUUID assetID, bool isTexture)
{ {
ARequest req = new ARequest(); AssetRequest req = new AssetRequest();
req.AssetID = assetID; req.AssetID = assetID;
req.IsTexture = isTexture; req.IsTexture = isTexture;
MainLog.Instance.Verbose("ASSET","Adding {0} to request queue", assetID); MainLog.Instance.Verbose("ASSET","Adding {0} to request queue", assetID);

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@ -47,15 +47,8 @@ namespace OpenSim.Framework.Communications.Cache
#region IAssetServer Members #region IAssetServer Members
protected override void RunRequests() protected override void ProcessRequest(AssetRequest req)
{ {
while (true)
{
ARequest req = _assetRequests.Dequeue();
//MainLog.Instance.Verbose("AssetStorage","Requesting asset: " + req.AssetID);
Stream s = null; Stream s = null;
try try
{ {
@ -89,8 +82,6 @@ namespace OpenSim.Framework.Communications.Cache
MainLog.Instance.Debug("ASSETCACHE", "Getting asset {0}", req.AssetID.ToString()); MainLog.Instance.Debug("ASSETCACHE", "Getting asset {0}", req.AssetID.ToString());
MainLog.Instance.Error("ASSETCACHE", e.StackTrace); MainLog.Instance.Error("ASSETCACHE", e.StackTrace);
} }
}
} }

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@ -65,12 +65,8 @@ namespace OpenSim.Framework.Communications.Cache
"Added " + m_assetProviderPlugin.Name + " " + "Added " + m_assetProviderPlugin.Name + " " +
m_assetProviderPlugin.Version); m_assetProviderPlugin.Version);
} }
typeInterface = null;
} }
} }
pluginAssembly = null;
} }
@ -81,15 +77,9 @@ namespace OpenSim.Framework.Communications.Cache
m_assetProviderPlugin.CommitAssets(); m_assetProviderPlugin.CommitAssets();
} }
protected override void RunRequests() protected override void ProcessRequest(AssetRequest req)
{ {
while (true) AssetBase asset;
{
ARequest req = _assetRequests.Dequeue();
//MainLog.Instance.Verbose("AssetStorage","Requesting asset: " + req.AssetID);
AssetBase asset = null;
lock (syncLock) lock (syncLock)
{ {
asset = m_assetProviderPlugin.FetchAsset(req.AssetID); asset = m_assetProviderPlugin.FetchAsset(req.AssetID);
@ -103,7 +93,6 @@ namespace OpenSim.Framework.Communications.Cache
_receiver.AssetNotFound(req.AssetID); _receiver.AssetNotFound(req.AssetID);
} }
} }
}
protected override void StoreAsset(AssetBase asset) protected override void StoreAsset(AssetBase asset)
{ {

View File

@ -60,10 +60,4 @@ namespace OpenSim.Framework
{ {
IAssetServer GetAssetServer(); IAssetServer GetAssetServer();
} }
public struct ARequest
{
public LLUUID AssetID;
public bool IsTexture;
}
} }