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