* Move method documentation from AssetCache up to IAssetCache

* No functional changes
0.6.5-rc1
Justin Clarke Casey 2009-03-09 18:35:26 +00:00
parent ee73d72f1d
commit 1bf05a543c
2 changed files with 76 additions and 85 deletions

View File

@ -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

View File

@ -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