* Move method documentation from AssetCache up to IAssetCache
* No functional changes0.6.5-rc1
parent
ee73d72f1d
commit
1bf05a543c
|
@ -37,8 +37,6 @@ using OpenSim.Framework.Statistics;
|
|||
|
||||
namespace OpenSim.Framework.Communications.Cache
|
||||
{
|
||||
// public delegate void AssetRequestCallback(UUID assetID, AssetBase asset);
|
||||
|
||||
/// <summary>
|
||||
/// Manages local cache of assets and their sending to viewers.
|
||||
/// </summary>
|
||||
|
@ -49,7 +47,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
/// AssetNotFound(), which means they do share the same asset and texture caches.
|
||||
public class AssetCache : IAssetCache
|
||||
{
|
||||
|
||||
#region IPlugin
|
||||
|
||||
/// <summary>
|
||||
|
@ -88,7 +85,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
assetCacheThread.IsBackground = true;
|
||||
assetCacheThread.Start();
|
||||
ThreadTracker.Add(assetCacheThread);
|
||||
|
||||
}
|
||||
|
||||
public virtual void Initialise(ConfigSettings settings, IAssetServer assetServer)
|
||||
|
@ -113,44 +109,27 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
private static readonly ILog m_log
|
||||
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// The cache of assets. This does not include textures.
|
||||
/// </summary>
|
||||
//private Dictionary<UUID, AssetInfo> Assets;
|
||||
|
||||
/// <summary>
|
||||
/// The cache of textures.
|
||||
/// </summary>
|
||||
//private Dictionary<UUID, TextureImage> Textures;
|
||||
|
||||
/// <summary>
|
||||
/// <value>
|
||||
/// Assets requests which are waiting for asset server data. This includes texture requests
|
||||
/// </summary>
|
||||
/// </value>
|
||||
private Dictionary<UUID, AssetRequest> RequestedAssets;
|
||||
|
||||
/// <summary>
|
||||
/// <value>
|
||||
/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
|
||||
/// </summary>
|
||||
/// </value>
|
||||
private List<AssetRequest> AssetRequests;
|
||||
|
||||
/// <summary>
|
||||
/// <value>
|
||||
/// Until the asset request is fulfilled, each asset request is associated with a list of requesters
|
||||
/// </summary>
|
||||
/// </value>
|
||||
private Dictionary<UUID, AssetRequestsList> RequestLists;
|
||||
|
||||
/// <summary>
|
||||
/// The 'server' from which assets can be requested and to which assets are persisted.
|
||||
/// </summary>
|
||||
private IAssetServer m_assetServer;
|
||||
|
||||
public IAssetServer AssetServer
|
||||
{
|
||||
get { return m_assetServer; }
|
||||
}
|
||||
private IAssetServer m_assetServer;
|
||||
|
||||
/// <summary>
|
||||
/// Report statistical data.
|
||||
/// </summary>
|
||||
public void ShowState()
|
||||
{
|
||||
m_log.InfoFormat("Memcache:{0} RequestLists:{1}",
|
||||
|
@ -160,9 +139,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
RequestLists.Count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear the asset cache.
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
m_log.Info("[ASSET CACHE]: Clearing Asset cache");
|
||||
|
@ -214,12 +190,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only get an asset if we already have it in the cache.
|
||||
/// </summary>
|
||||
/// <param name="assetId"></param>
|
||||
/// <param name="asset"></param>
|
||||
/// <returns>true if the asset was in the cache, false if it was not</returns>
|
||||
public bool TryGetCachedAsset(UUID assetId, out AssetBase asset)
|
||||
{
|
||||
Object tmp;
|
||||
|
@ -234,15 +204,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Asynchronously retrieve an asset.
|
||||
/// </summary>
|
||||
/// <param name="assetId"></param>
|
||||
/// <param name="callback">
|
||||
/// <param name="isTexture"></param>
|
||||
/// A callback invoked when the asset has either been found or not found.
|
||||
/// If the asset was found this is called with the asset UUID and the asset data
|
||||
/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
|
||||
public void GetAsset(UUID assetId, AssetRequestCallback callback, bool isTexture)
|
||||
{
|
||||
//m_log.DebugFormat("[ASSET CACHE]: Requesting {0} {1}", isTexture ? "texture" : "asset", assetId);
|
||||
|
@ -288,19 +249,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
|
||||
/// load it into the cache.
|
||||
/// </summary>
|
||||
///
|
||||
/// XXX We'll keep polling the cache until we get the asset or we exceed
|
||||
/// the allowed number of polls. This isn't a very good way of doing things since a single thread
|
||||
/// is processing inbound packets, so if the asset server is slow, we could block this for up to
|
||||
/// the timeout period. Whereever possible we want to use the asynchronous callback GetAsset()
|
||||
///
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="isTexture"></param>
|
||||
/// <returns>null if the asset could not be retrieved</returns>
|
||||
public AssetBase GetAsset(UUID assetID, bool isTexture)
|
||||
{
|
||||
// I'm not going over 3 seconds since this will be blocking processing of all the other inbound
|
||||
|
@ -334,10 +282,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add an asset to both the persistent store and the cache.
|
||||
/// </summary>
|
||||
/// <param name="asset"></param>
|
||||
public void AddAsset(AssetBase asset)
|
||||
{
|
||||
if (!m_memcache.Contains(asset.FullID))
|
||||
|
@ -371,13 +315,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows you to clear a specific asset by uuid out
|
||||
/// of the asset cache. This is needed because the osdynamic
|
||||
/// texture code grows the asset cache without bounds. The
|
||||
/// real solution here is a much better cache archicture, but
|
||||
/// this is a stop gap measure until we have such a thing.
|
||||
/// </summary>
|
||||
public void ExpireAsset(UUID uuid)
|
||||
{
|
||||
// uuid is unique, so no need to worry about it showing up
|
||||
|
@ -393,7 +330,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
// See IAssetReceiver
|
||||
public virtual void AssetReceived(AssetBase asset, bool IsTexture)
|
||||
{
|
||||
|
||||
AssetInfo assetInf = new AssetInfo(asset);
|
||||
if (!m_memcache.Contains(assetInf.FullID))
|
||||
{
|
||||
|
@ -488,11 +424,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
return numPackets;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle an asset request from the client. The result will be sent back asynchronously.
|
||||
/// </summary>
|
||||
/// <param name="userInfo"></param>
|
||||
/// <param name="transferRequest"></param>
|
||||
public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest)
|
||||
{
|
||||
UUID requestID = UUID.Zero;
|
||||
|
@ -581,8 +512,8 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
{
|
||||
req2 = new AssetRequestToClient();
|
||||
}
|
||||
|
||||
// Trying to limit memory usage by only creating AssetRequestToClient if needed
|
||||
//req2 = new AssetRequestToClient();
|
||||
req2.AssetInf = req.AssetInf;
|
||||
req2.AssetRequestSource = req.AssetRequestSource;
|
||||
req2.DataPointer = req.DataPointer;
|
||||
|
@ -595,7 +526,6 @@ namespace OpenSim.Framework.Communications.Cache
|
|||
req2.RequestAssetID = req.RequestAssetID;
|
||||
req2.TransferRequestID = req.TransferRequestID;
|
||||
req.RequestUser.SendAsset(req2);
|
||||
|
||||
}
|
||||
|
||||
//remove requests that have been completed
|
||||
|
|
|
@ -30,25 +30,86 @@ using OpenMetaverse.Packets;
|
|||
|
||||
namespace OpenSim.Framework
|
||||
{
|
||||
|
||||
public delegate void AssetRequestCallback(UUID assetId, AssetBase asset);
|
||||
|
||||
/// <summary>
|
||||
/// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
|
||||
/// </summary>
|
||||
public interface IAssetCache : IAssetReceiver, IPlugin
|
||||
{
|
||||
|
||||
/// <value>
|
||||
/// The 'server' from which assets can be requested and to which assets are persisted.
|
||||
/// </value>
|
||||
IAssetServer AssetServer { get; }
|
||||
|
||||
void ShowState();
|
||||
void Clear();
|
||||
bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
|
||||
void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
|
||||
AssetBase GetAsset(UUID assetID, bool isTexture);
|
||||
void AddAsset(AssetBase asset);
|
||||
void ExpireAsset(UUID assetID);
|
||||
void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
|
||||
|
||||
void Initialise(ConfigSettings cs, IAssetServer server);
|
||||
|
||||
/// <summary>
|
||||
/// Report statistical data to the log.
|
||||
/// </summary>
|
||||
void ShowState();
|
||||
|
||||
/// <summary>
|
||||
/// Clear the asset cache.
|
||||
/// </summary>
|
||||
void Clear();
|
||||
|
||||
/// <summary>
|
||||
/// Get an asset only if it's already in the cache.
|
||||
/// </summary>
|
||||
/// <param name="assetId"></param>
|
||||
/// <param name="asset"></param>
|
||||
/// <returns>true if the asset was in the cache, false if it was not</returns>
|
||||
bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
|
||||
|
||||
/// <summary>
|
||||
/// Asynchronously retrieve an asset.
|
||||
/// </summary>
|
||||
/// <param name="assetId"></param>
|
||||
/// <param name="callback">
|
||||
/// <param name="isTexture"></param>
|
||||
/// A callback invoked when the asset has either been found or not found.
|
||||
/// If the asset was found this is called with the asset UUID and the asset data
|
||||
/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
|
||||
void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
|
||||
|
||||
/// <summary>
|
||||
/// Synchronously retreive an asset. If the asset isn't in the cache, a request will be made to the persistent store to
|
||||
/// load it into the cache.
|
||||
/// </summary>
|
||||
///
|
||||
/// XXX We'll keep polling the cache until we get the asset or we exceed
|
||||
/// the allowed number of polls. This isn't a very good way of doing things since a single thread
|
||||
/// is processing inbound packets, so if the asset server is slow, we could block this for up to
|
||||
/// the timeout period. Whereever possible we want to use the asynchronous callback GetAsset()
|
||||
///
|
||||
/// <param name="assetID"></param>
|
||||
/// <param name="isTexture"></param>
|
||||
/// <returns>null if the asset could not be retrieved</returns>
|
||||
AssetBase GetAsset(UUID assetID, bool isTexture);
|
||||
|
||||
/// <summary>
|
||||
/// Add an asset to both the persistent store and the cache.
|
||||
/// </summary>
|
||||
/// <param name="asset"></param>
|
||||
void AddAsset(AssetBase asset);
|
||||
|
||||
/// <summary>
|
||||
/// Expire an asset from the cache
|
||||
/// </summary>
|
||||
/// Allows you to clear a specific asset by uuid out
|
||||
/// of the asset cache. This is needed because the osdynamic
|
||||
/// texture code grows the asset cache without bounds. The
|
||||
/// real solution here is a much better cache archicture, but
|
||||
/// this is a stop gap measure until we have such a thing.
|
||||
void ExpireAsset(UUID assetID);
|
||||
|
||||
/// <summary>
|
||||
/// Handle an asset request from the client. The result will be sent back asynchronously.
|
||||
/// </summary>
|
||||
/// <param name="userInfo"></param>
|
||||
/// <param name="transferRequest"></param>
|
||||
void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
|
||||
}
|
||||
|
||||
public class AssetCachePluginInitialiser : PluginInitialiserBase
|
||||
|
|
Loading…
Reference in New Issue