Remove the old asset cache and local services and the configurations for them
parent
df16532858
commit
23d902be42
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@ -169,7 +169,7 @@ namespace OpenSim.ApplicationPlugins.CreateCommsManager
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m_commsManager
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= new CommunicationsLocal(
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m_openSim.ConfigurationSettings, m_openSim.NetServersInfo, m_httpServer, m_openSim.AssetCache,
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libraryRootFolder, m_openSim.ConfigurationSettings.DumpAssetsToFile);
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libraryRootFolder, false);
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CreateGridInfoService();
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}
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@ -195,7 +195,7 @@ namespace OpenSim.ApplicationPlugins.CreateCommsManager
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= new HGCommunicationsStandalone(
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m_openSim.ConfigurationSettings, m_openSim.NetServersInfo, m_httpServer, m_openSim.AssetCache,
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gridService,
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libraryRootFolder, m_openSim.ConfigurationSettings.DumpAssetsToFile);
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libraryRootFolder, false);
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HGServices = gridService;
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@ -1,695 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text.RegularExpressions;
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using System.Threading;
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using GlynnTucker.Cache;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework.Statistics;
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using System.Text;
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namespace OpenSim.Framework.Communications.Cache
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{
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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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///
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/// This class actually encapsulates two largely separate mechanisms. One mechanism fetches assets either
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/// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
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/// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
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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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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected ICache m_memcache = new SimpleMemoryCache();
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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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/// </value>
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private Dictionary<UUID, AssetRequest> RequestedAssets;
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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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/// </value>
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private List<AssetRequest> AssetRequests;
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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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/// </value>
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private Dictionary<UUID, AssetRequestsList> RequestLists;
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#region IPlugin
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/// <summary>
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/// The methods and properties in this section are needed to
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/// support the IPlugin interface. They cann all be overridden
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/// as needed by a derived class.
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/// </summary>
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public virtual string Name
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{
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get { return "OpenSim.Framework.Communications.Cache.AssetCache"; }
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}
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public virtual string Version
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{
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get { return "1.0"; }
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}
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public virtual void Initialise()
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{
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m_log.Debug("[ASSET CACHE]: Asset cache null initialisation");
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}
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public virtual void Initialise(IAssetServer assetServer)
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{
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m_log.Debug("[ASSET CACHE]: Asset cache server-specified initialisation");
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m_log.InfoFormat("[ASSET CACHE]: Asset cache initialisation [{0}/{1}]", Name, Version);
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Reset();
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m_assetServer = assetServer;
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m_assetServer.SetReceiver(this);
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Thread assetCacheThread = new Thread(RunAssetManager);
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assetCacheThread.Name = "AssetCacheThread";
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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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{
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m_log.Debug("[ASSET CACHE]: Asset cache configured initialisation");
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Initialise(assetServer);
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}
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public void Dispose()
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{
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}
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#endregion
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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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public AssetCache()
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{
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m_log.Debug("[ASSET CACHE]: Asset cache (plugin constructor)");
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="assetServer"></param>
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public AssetCache(IAssetServer assetServer)
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{
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Initialise(assetServer);
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}
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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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m_memcache.Count,
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// AssetRequests.Count,
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// RequestedAssets.Count,
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RequestLists.Count);
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}
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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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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.ClearAssetCacheStatistics();
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Reset();
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}
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/// <summary>
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/// Reset the cache.
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/// </summary>
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private void Reset()
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{
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AssetRequests = new List<AssetRequest>();
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RequestedAssets = new Dictionary<UUID, AssetRequest>();
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RequestLists = new Dictionary<UUID, AssetRequestsList>();
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}
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/// <summary>
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/// Process the asset queue which holds data which is packeted up and sent
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/// directly back to the client.
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/// </summary>
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private void RunAssetManager()
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{
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while (true)
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{
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try
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{
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ProcessAssetQueue();
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Thread.Sleep(500);
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}
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catch (Exception e)
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{
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if (e != null)
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{
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m_log.ErrorFormat("[ASSET CACHE]: {0}", e);
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}
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else
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{
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// this looks weird, but we've seen this show up as an issue in unit tests, so leave it here until we know why
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m_log.Error("[ASSET CACHE]: an exception was thrown in RunAssetManager, but is now null. Something is very wrong.");
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}
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}
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}
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}
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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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if (m_memcache.TryGet(assetId, out tmp))
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{
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asset = (AssetBase)tmp;
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//m_log.Info("Retrieved from cache " + assetId);
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return true;
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}
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asset = null;
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return false;
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}
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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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// Xantor 20080526:
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// if a request is made for an asset which is not in the cache yet, but has already been requested by
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// something else, queue up the callbacks on that requestor instead of swamping the assetserver
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// with multiple requests for the same asset.
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AssetBase asset;
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if (TryGetCachedAsset(assetId, out asset))
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{
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callback(assetId, asset);
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}
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else
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{
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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NewAssetRequest req = new NewAssetRequest(callback);
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AssetRequestsList requestList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(assetId, out requestList)) // do we already have a request pending?
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{
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// m_log.DebugFormat("[ASSET CACHE]: Intercepted Duplicate request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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// add to callbacks for this assetId
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RequestLists[assetId].Requests.Add(req);
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}
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else
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{
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// m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId);
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requestList = new AssetRequestsList();
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requestList.TimeRequested = DateTime.Now;
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requestList.Requests.Add(req);
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RequestLists.Add(assetId, requestList);
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m_assetServer.RequestAsset(assetId, isTexture);
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}
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}
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}
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}
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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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// packets from the client.
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const int pollPeriod = 200;
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int maxPolls = 15;
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AssetBase asset;
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if (TryGetCachedAsset(assetID, out asset))
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{
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return asset;
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}
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m_assetServer.RequestAsset(assetID, isTexture);
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do
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{
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Thread.Sleep(pollPeriod);
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if (TryGetCachedAsset(assetID, out asset))
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{
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return asset;
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}
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}
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while (--maxPolls > 0);
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m_log.WarnFormat("[ASSET CACHE]: {0} {1} was not received before the retrieval timeout was reached",
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isTexture ? "texture" : "asset", assetID.ToString());
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return null;
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}
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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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{
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m_log.Info("[CACHE] Caching " + asset.FullID + " for 24 hours from last access");
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// Use 24 hour rolling asset cache.
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m_memcache.AddOrUpdate(asset.FullID, asset, TimeSpan.FromHours(24));
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// According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the
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// information is stored locally. It could disappear, in which case we could send the
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// ImageNotInDatabase packet to tell the client this.
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//
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// However, this doesn't quite appear to work with local textures that are part of an avatar's
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// appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake
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// and reupload by the client, if those assets aren't pushed to the asset server anyway, then
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// on crossing onto another region server, other avatars can no longer get the required textures.
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// There doesn't appear to be any signal from the sim to the newly region border crossed client
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// asking it to reupload its local texture assets to that region server.
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//
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// One can think of other cunning ways around this. For instance, on a region crossing or teleport,
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// the original sim could squirt local assets to the new sim. Or the new sim could have pointers
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// to the original sim to fetch the 'local' assets (this is getting more complicated).
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//
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// But for now, we're going to take the easy way out and store local assets globally.
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//
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// TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView.
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if (!asset.Temporary || asset.Local)
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{
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m_assetServer.StoreAsset(asset);
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}
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAsset(asset);
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}
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}
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public void ExpireAsset(UUID uuid)
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{
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if (m_memcache.Contains(uuid))
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{
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m_memcache.Remove(uuid);
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.RemoveAsset(uuid);
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}
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}
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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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ProcessReceivedAsset(IsTexture, assetInf, null);
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if (!m_memcache.Contains(assetInf.FullID))
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{
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m_memcache.AddOrUpdate(assetInf.FullID, assetInf, TimeSpan.FromHours(24));
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAsset(assetInf);
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if (RequestedAssets.ContainsKey(assetInf.FullID))
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{
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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req.NumPackets = CalculateNumPackets(assetInf.Data);
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RequestedAssets.Remove(assetInf.FullID);
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if (req.AssetRequestSource == 2 && assetInf.Type == 10)
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{
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// If it's a direct request for a script, drop it
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// because it's a hacked client
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}
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else
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{
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lock (AssetRequests)
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{
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AssetRequests.Add(req);
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}
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}
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}
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}
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// Notify requesters for this asset
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AssetRequestsList reqList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(asset.FullID, out reqList))
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RequestLists.Remove(asset.FullID);
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}
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if (reqList != null)
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
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foreach (NewAssetRequest req in reqList.Requests)
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{
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// Xantor 20080526 are we really calling all the callbacks if multiple queued for 1 request? -- Yes, checked
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// m_log.DebugFormat("[ASSET CACHE]: Callback for asset {0}", asset.FullID);
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req.Callback(asset.FullID, asset);
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}
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}
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}
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protected void ProcessReceivedAsset(bool IsTexture, AssetInfo assetInf, IUserService userService)
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{
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// if (!IsTexture && assetInf.ContainsReferences && false)
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// {
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// assetInf.Data = ProcessAssetData(assetInf.Data, userService);
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// }
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}
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// See IAssetReceiver
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public virtual void AssetNotFound(UUID assetId, bool isTexture)
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{
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// m_log.WarnFormat("[ASSET CACHE]: AssetNotFound for {0}", assetId);
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// Remember the fact that this asset could not be found to prevent delays from repeated requests
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m_memcache.Add(assetId, null, TimeSpan.FromHours(24));
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// Notify requesters for this asset
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AssetRequestsList reqList;
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lock (RequestLists)
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{
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if (RequestLists.TryGetValue(assetId, out reqList))
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RequestLists.Remove(assetId);
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}
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if (reqList != null)
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAssetRequestTimeAfterCacheMiss(DateTime.Now - reqList.TimeRequested);
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foreach (NewAssetRequest req in reqList.Requests)
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{
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req.Callback(assetId, null);
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}
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}
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}
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/// <summary>
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/// Calculate the number of packets required to send the asset to the client.
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/// </summary>
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/// <param name="data"></param>
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/// <returns></returns>
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private static int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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int numPackets = 1;
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if (data.LongLength > m_maxPacketSize)
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{
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// over max number of bytes so split up file
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long restData = data.LongLength - m_maxPacketSize;
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int restPackets = (int)((restData + m_maxPacketSize - 1) / m_maxPacketSize);
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numPackets += restPackets;
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}
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return numPackets;
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}
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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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byte source = 2;
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if (transferRequest.TransferInfo.SourceType == 2)
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{
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//direct asset request
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requestID = new UUID(transferRequest.TransferInfo.Params, 0);
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}
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else if (transferRequest.TransferInfo.SourceType == 3)
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{
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//inventory asset request
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requestID = new UUID(transferRequest.TransferInfo.Params, 80);
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source = 3;
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//m_log.Debug("asset request " + requestID);
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}
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//check to see if asset is in local cache, if not we need to request it from asset server.
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//m_log.Debug("asset request " + requestID);
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if (!m_memcache.Contains(requestID))
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{
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//not found asset
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// so request from asset server
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if (!RequestedAssets.ContainsKey(requestID))
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{
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AssetRequest request = new AssetRequest();
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request.RequestUser = userInfo;
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request.RequestAssetID = requestID;
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request.TransferRequestID = transferRequest.TransferInfo.TransferID;
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request.AssetRequestSource = source;
|
||||
request.Params = transferRequest.TransferInfo.Params;
|
||||
RequestedAssets.Add(requestID, request);
|
||||
m_assetServer.RequestAsset(requestID, false);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// It has an entry in our cache
|
||||
AssetBase asset = (AssetBase)m_memcache[requestID];
|
||||
|
||||
// FIXME: We never tell the client about assets which do not exist when requested by this transfer mechanism, which can't be right.
|
||||
if (null == asset)
|
||||
{
|
||||
//m_log.DebugFormat("[ASSET CACHE]: Asset transfer request for asset which is {0} already known to be missing. Dropping", requestID);
|
||||
return;
|
||||
}
|
||||
|
||||
// Scripts cannot be retrieved by direct request
|
||||
if (transferRequest.TransferInfo.SourceType == 2 && asset.Type == 10)
|
||||
return;
|
||||
|
||||
// The asset is knosn to exist and is in our cache, so add it to the AssetRequests list
|
||||
AssetRequest req = new AssetRequest();
|
||||
req.RequestUser = userInfo;
|
||||
req.RequestAssetID = requestID;
|
||||
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
|
||||
req.AssetRequestSource = source;
|
||||
req.Params = transferRequest.TransferInfo.Params;
|
||||
req.AssetInf = new AssetInfo(asset);
|
||||
req.NumPackets = CalculateNumPackets(asset.Data);
|
||||
lock (AssetRequests)
|
||||
{
|
||||
AssetRequests.Add(req);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process the asset queue which sends packets directly back to the client.
|
||||
/// </summary>
|
||||
private void ProcessAssetQueue()
|
||||
{
|
||||
//should move the asset downloading to a module, like has been done with texture downloading
|
||||
if (AssetRequests.Count == 0)
|
||||
{
|
||||
//no requests waiting
|
||||
return;
|
||||
}
|
||||
|
||||
// if less than 5, do all of them
|
||||
int num = Math.Min(5, AssetRequests.Count);
|
||||
|
||||
AssetRequest req;
|
||||
AssetRequestToClient req2 = new AssetRequestToClient();
|
||||
|
||||
lock (AssetRequests)
|
||||
{
|
||||
for (int i = 0; i < num; i++)
|
||||
{
|
||||
req = AssetRequests[0];
|
||||
AssetRequests.RemoveAt(0);
|
||||
req2.AssetInf = req.AssetInf;
|
||||
req2.AssetRequestSource = req.AssetRequestSource;
|
||||
req2.DataPointer = req.DataPointer;
|
||||
req2.DiscardLevel = req.DiscardLevel;
|
||||
req2.ImageInfo = req.ImageInfo;
|
||||
req2.IsTextureRequest = req.IsTextureRequest;
|
||||
req2.NumPackets = req.NumPackets;
|
||||
req2.PacketCounter = req.PacketCounter;
|
||||
req2.Params = req.Params;
|
||||
req2.RequestAssetID = req.RequestAssetID;
|
||||
req2.TransferRequestID = req.TransferRequestID;
|
||||
req.RequestUser.SendAsset(req2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public byte[] ProcessAssetData(byte[] assetData, IUserService userService)
|
||||
{
|
||||
string data = Encoding.ASCII.GetString(assetData);
|
||||
|
||||
data = ProcessAssetDataString(data, userService);
|
||||
|
||||
return Encoding.ASCII.GetBytes(data);
|
||||
}
|
||||
|
||||
public string ProcessAssetDataString(string data, IUserService userService)
|
||||
{
|
||||
Regex regex = new Regex("(creator_url|owner_url)\\s+(\\S+)");
|
||||
|
||||
data = regex.Replace(data, delegate(Match m)
|
||||
{
|
||||
string result = String.Empty;
|
||||
|
||||
string key = m.Groups[1].Captures[0].Value;
|
||||
|
||||
string value = m.Groups[2].Captures[0].Value;
|
||||
|
||||
Uri userUri;
|
||||
|
||||
switch (key)
|
||||
{
|
||||
case "creator_url":
|
||||
userUri = new Uri(value);
|
||||
result = "creator_id " + ResolveUserUri(userService, userUri);
|
||||
break;
|
||||
|
||||
case "owner_url":
|
||||
userUri = new Uri(value);
|
||||
result = "owner_id " + ResolveUserUri(userService, userUri);
|
||||
break;
|
||||
}
|
||||
|
||||
return result;
|
||||
});
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
private Guid ResolveUserUri(IUserService userService, Uri userUri)
|
||||
{
|
||||
Guid id;
|
||||
UserProfileData userProfile = userService.GetUserProfile(userUri);
|
||||
if (userProfile == null)
|
||||
{
|
||||
id = Guid.Empty;
|
||||
}
|
||||
else
|
||||
{
|
||||
id = userProfile.ID.Guid;
|
||||
}
|
||||
return id;
|
||||
}
|
||||
|
||||
|
||||
public class AssetRequest
|
||||
{
|
||||
public IClientAPI RequestUser;
|
||||
public UUID RequestAssetID;
|
||||
public AssetInfo AssetInf;
|
||||
public TextureImage ImageInfo;
|
||||
public UUID TransferRequestID;
|
||||
public long DataPointer = 0;
|
||||
public int NumPackets = 0;
|
||||
public int PacketCounter = 0;
|
||||
public bool IsTextureRequest;
|
||||
public byte AssetRequestSource = 2;
|
||||
public byte[] Params = null;
|
||||
//public bool AssetInCache;
|
||||
//public int TimeRequested;
|
||||
public int DiscardLevel = -1;
|
||||
}
|
||||
|
||||
public class AssetInfo : AssetBase
|
||||
{
|
||||
public AssetInfo(AssetBase aBase)
|
||||
{
|
||||
Data = aBase.Data;
|
||||
FullID = aBase.FullID;
|
||||
Type = aBase.Type;
|
||||
Name = aBase.Name;
|
||||
Description = aBase.Description;
|
||||
}
|
||||
|
||||
public const string Secret = "secret";
|
||||
}
|
||||
|
||||
public class TextureImage : AssetBase
|
||||
{
|
||||
public TextureImage(AssetBase aBase)
|
||||
{
|
||||
Data = aBase.Data;
|
||||
FullID = aBase.FullID;
|
||||
Type = aBase.Type;
|
||||
Name = aBase.Name;
|
||||
Description = aBase.Description;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A list of requests for a particular asset.
|
||||
/// </summary>
|
||||
public class AssetRequestsList
|
||||
{
|
||||
/// <summary>
|
||||
/// A list of requests for assets
|
||||
/// </summary>
|
||||
public List<NewAssetRequest> Requests = new List<NewAssetRequest>();
|
||||
|
||||
/// <summary>
|
||||
/// Record the time that this request was first made.
|
||||
/// </summary>
|
||||
public DateTime TimeRequested;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represent a request for an asset that has yet to be fulfilled.
|
||||
/// </summary>
|
||||
public class NewAssetRequest
|
||||
{
|
||||
public AssetRequestCallback Callback;
|
||||
|
||||
public NewAssetRequest(AssetRequestCallback callback)
|
||||
{
|
||||
Callback = callback;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,113 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://www.openmetaverse.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSim Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using OpenSim.Data;
|
||||
|
||||
namespace OpenSim.Framework.Communications.Cache
|
||||
{
|
||||
public class SQLAssetServer : AssetServerBase
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
#region IPlugin
|
||||
|
||||
public override string Name
|
||||
{
|
||||
get { return "SQL"; }
|
||||
}
|
||||
|
||||
public override string Version
|
||||
{
|
||||
get { return "1.0"; }
|
||||
}
|
||||
|
||||
public override void Initialise(ConfigSettings p_set)
|
||||
{
|
||||
m_log.Debug("[SQLAssetServer]: Plugin configured initialisation");
|
||||
Initialise(p_set.StandaloneAssetPlugin,p_set.StandaloneAssetSource);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public SQLAssetServer() {}
|
||||
|
||||
public SQLAssetServer(string pluginName, string connect)
|
||||
{
|
||||
m_log.Debug("[SQLAssetServer]: Direct constructor");
|
||||
Initialise(pluginName, connect);
|
||||
}
|
||||
|
||||
public void Initialise(string pluginName, string connect)
|
||||
{
|
||||
AddPlugin(pluginName, connect);
|
||||
}
|
||||
|
||||
public SQLAssetServer(IAssetDataPlugin assetProvider)
|
||||
{
|
||||
m_assetProvider = assetProvider;
|
||||
}
|
||||
|
||||
public void AddPlugin(string FileName, string connect)
|
||||
{
|
||||
m_log.Info("[SQLAssetServer]: AssetStorage: Attempting to load " + FileName);
|
||||
Assembly pluginAssembly = Assembly.LoadFrom(FileName);
|
||||
|
||||
foreach (Type pluginType in pluginAssembly.GetTypes())
|
||||
{
|
||||
if (!pluginType.IsAbstract)
|
||||
{
|
||||
Type typeInterface = pluginType.GetInterface("IAssetDataPlugin", true);
|
||||
|
||||
if (typeInterface != null)
|
||||
{
|
||||
IAssetDataPlugin plug =
|
||||
(IAssetDataPlugin) Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
|
||||
m_assetProvider = plug;
|
||||
m_assetProvider.Initialise(connect);
|
||||
|
||||
m_log.Info("[AssetStorage]: " +
|
||||
"Added " + m_assetProvider.Name + " " +
|
||||
m_assetProvider.Version);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override AssetBase GetAsset(AssetRequest req)
|
||||
{
|
||||
return m_assetProvider.FetchAsset(req.AssetID);
|
||||
}
|
||||
|
||||
public override void StoreAsset(AssetBase asset)
|
||||
{
|
||||
m_assetProvider.CreateAsset(asset);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -72,25 +72,12 @@ namespace OpenSim.Framework.Communications
|
|||
}
|
||||
protected UserProfileCacheService m_userProfileCacheService;
|
||||
|
||||
// protected AgentAssetTransactionsManager m_transactionsManager;
|
||||
|
||||
// public AgentAssetTransactionsManager TransactionsManager
|
||||
// {
|
||||
// get { return m_transactionsManager; }
|
||||
// }
|
||||
|
||||
public IAvatarService AvatarService
|
||||
{
|
||||
get { return m_avatarService; }
|
||||
}
|
||||
protected IAvatarService m_avatarService;
|
||||
|
||||
public IAssetCache AssetCache
|
||||
{
|
||||
get { return m_assetCache; }
|
||||
}
|
||||
protected IAssetCache m_assetCache;
|
||||
|
||||
public IInterServiceInventoryServices InterServiceInventoryService
|
||||
{
|
||||
get { return m_interServiceInventoryService; }
|
||||
|
@ -132,7 +119,6 @@ namespace OpenSim.Framework.Communications
|
|||
bool dumpAssetsToFile, LibraryRootFolder libraryRootFolder)
|
||||
{
|
||||
m_networkServersInfo = serversInfo;
|
||||
m_assetCache = assetCache;
|
||||
m_userProfileCacheService = new UserProfileCacheService(this, libraryRootFolder);
|
||||
m_httpServer = httpServer;
|
||||
}
|
||||
|
|
|
@ -43,51 +43,6 @@ namespace OpenSim.Framework.Communications.Tests
|
|||
[TestFixture]
|
||||
public class AssetCacheTests
|
||||
{
|
||||
protected UUID m_assetIdReceived;
|
||||
protected AssetBase m_assetReceived;
|
||||
|
||||
/// <summary>
|
||||
/// Test the 'asynchronous' get asset mechanism (though this won't be done asynchronously within this test)
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestGetAsset()
|
||||
{
|
||||
UUID assetId = UUID.Parse("00000000-0000-0000-0000-000000000001");
|
||||
byte[] assetData = new byte[] { 3, 2, 1 };
|
||||
|
||||
AssetBase asset = new AssetBase();
|
||||
asset.FullID = assetId;
|
||||
asset.Data = assetData;
|
||||
|
||||
TestAssetDataPlugin assetPlugin = new TestAssetDataPlugin();
|
||||
assetPlugin.CreateAsset(asset);
|
||||
|
||||
SQLAssetServer assetServer = new SQLAssetServer(assetPlugin);
|
||||
IAssetCache assetCache = new AssetCache(assetServer);
|
||||
|
||||
assetCache.GetAsset(assetId, AssetRequestCallback, false);
|
||||
|
||||
// Manually pump the asset server
|
||||
while (assetServer.HasWaitingRequests())
|
||||
assetServer.ProcessNextRequest();
|
||||
|
||||
Assert.That(
|
||||
assetId, Is.EqualTo(m_assetIdReceived), "Asset id stored differs from asset id received");
|
||||
Assert.That(
|
||||
assetData, Is.EqualTo(m_assetReceived.Data), "Asset data stored differs from asset data received");
|
||||
}
|
||||
|
||||
private void AssetRequestCallback(UUID assetId, AssetBase asset)
|
||||
{
|
||||
m_assetIdReceived = assetId;
|
||||
m_assetReceived = asset;
|
||||
|
||||
lock (this)
|
||||
{
|
||||
Monitor.PulseAll(this);
|
||||
}
|
||||
}
|
||||
|
||||
private class FakeUserService : IUserService
|
||||
{
|
||||
public void AddTemporaryUserProfile(UserProfileData userProfile)
|
||||
|
@ -109,7 +64,7 @@ namespace OpenSim.Framework.Communications.Tests
|
|||
{
|
||||
UserProfileData userProfile = new UserProfileData();
|
||||
|
||||
userProfile.ID = new UUID( Util.GetHashGuid( uri.ToString(), AssetCache.AssetInfo.Secret ));
|
||||
// userProfile.ID = new UUID( Util.GetHashGuid( uri.ToString(), AssetCache.AssetInfo.Secret ));
|
||||
|
||||
return userProfile;
|
||||
}
|
||||
|
@ -189,19 +144,5 @@ namespace OpenSim.Framework.Communications.Tests
|
|||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestProcessAssetData()
|
||||
{
|
||||
string url = "http://host/dir/";
|
||||
string creatorData = " creator_url " + url + " ";
|
||||
string ownerData = " owner_url " + url + " ";
|
||||
|
||||
AssetCache assetCache = new AssetCache();
|
||||
FakeUserService fakeUserService = new FakeUserService();
|
||||
|
||||
Assert.AreEqual(" creator_id " + Util.GetHashGuid(url, AssetCache.AssetInfo.Secret) + " ", assetCache.ProcessAssetDataString(creatorData, fakeUserService));
|
||||
Assert.AreEqual(" owner_id " + Util.GetHashGuid(url, AssetCache.AssetInfo.Secret) + " ", assetCache.ProcessAssetDataString(ownerData, fakeUserService));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -108,14 +108,6 @@ namespace OpenSim.Framework
|
|||
set { m_standaloneInventoryPlugin = value; }
|
||||
}
|
||||
|
||||
private string m_standaloneAssetPlugin;
|
||||
|
||||
public string StandaloneAssetPlugin
|
||||
{
|
||||
get { return m_standaloneAssetPlugin; }
|
||||
set { m_standaloneAssetPlugin = value; }
|
||||
}
|
||||
|
||||
private string m_standaloneUserPlugin;
|
||||
|
||||
public string StandaloneUserPlugin
|
||||
|
@ -132,14 +124,6 @@ namespace OpenSim.Framework
|
|||
set { m_standaloneInventorySource = value; }
|
||||
}
|
||||
|
||||
private string m_standaloneAssetSource;
|
||||
|
||||
public string StandaloneAssetSource
|
||||
{
|
||||
get { return m_standaloneAssetSource; }
|
||||
set { m_standaloneAssetSource = value; }
|
||||
}
|
||||
|
||||
private string m_standaloneUserSource;
|
||||
|
||||
public string StandaloneUserSource
|
||||
|
@ -148,22 +132,6 @@ namespace OpenSim.Framework
|
|||
set { m_standaloneUserSource = value; }
|
||||
}
|
||||
|
||||
private string m_assetStorage = "local";
|
||||
|
||||
public string AssetStorage
|
||||
{
|
||||
get { return m_assetStorage; }
|
||||
set { m_assetStorage = value; }
|
||||
}
|
||||
|
||||
private string m_assetCache;
|
||||
|
||||
public string AssetCache
|
||||
{
|
||||
get { return m_assetCache; }
|
||||
set { m_assetCache = value; }
|
||||
}
|
||||
|
||||
protected string m_storageConnectionString;
|
||||
|
||||
public string StorageConnectionString
|
||||
|
@ -180,14 +148,6 @@ namespace OpenSim.Framework
|
|||
set { m_estateConnectionString = value; }
|
||||
}
|
||||
|
||||
protected bool m_dumpAssetsToFile;
|
||||
|
||||
public bool DumpAssetsToFile
|
||||
{
|
||||
get { return m_dumpAssetsToFile; }
|
||||
set { m_dumpAssetsToFile = value; }
|
||||
}
|
||||
|
||||
protected string m_librariesXMLFile;
|
||||
public string LibrariesXMLFile
|
||||
{
|
||||
|
@ -200,18 +160,6 @@ namespace OpenSim.Framework
|
|||
m_librariesXMLFile = value;
|
||||
}
|
||||
}
|
||||
protected string m_assetSetsXMLFile;
|
||||
public string AssetSetsXMLFile
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_assetSetsXMLFile;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_assetSetsXMLFile = value;
|
||||
}
|
||||
}
|
||||
|
||||
public const uint DefaultAssetServerHttpPort = 8003;
|
||||
public const uint DefaultRegionHttpPort = 9000;
|
||||
|
|
|
@ -219,7 +219,6 @@ namespace OpenSim
|
|||
config.Set("startup_console_commands_file", String.Empty);
|
||||
config.Set("shutdown_console_commands_file", String.Empty);
|
||||
config.Set("DefaultScriptEngine", "XEngine");
|
||||
config.Set("asset_database", "default");
|
||||
config.Set("clientstack_plugin", "OpenSim.Region.ClientStack.LindenUDP.dll");
|
||||
// life doesn't really work without this
|
||||
config.Set("EventQueue", true);
|
||||
|
@ -237,11 +236,7 @@ namespace OpenSim
|
|||
config.Set("inventory_source", "");
|
||||
config.Set("userDatabase_plugin", "OpenSim.Data.SQLite.dll");
|
||||
config.Set("user_source", "");
|
||||
config.Set("asset_plugin", "OpenSim.Data.SQLite.dll");
|
||||
config.Set("asset_source", "URI=file:Asset.db,version=3");
|
||||
config.Set("LibrariesXMLFile", string.Format(".{0}inventory{0}Libraries.xml", Path.DirectorySeparatorChar));
|
||||
config.Set("AssetSetsXMLFile", string.Format(".{0}assets{0}AssetSets.xml", Path.DirectorySeparatorChar));
|
||||
config.Set("dump_assets_to_file", false);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -292,10 +287,6 @@ namespace OpenSim
|
|||
= startupConfig.GetString("storage_connection_string");
|
||||
m_configSettings.EstateConnectionString
|
||||
= startupConfig.GetString("estate_connection_string", m_configSettings.StorageConnectionString);
|
||||
m_configSettings.AssetStorage
|
||||
= startupConfig.GetString("asset_database");
|
||||
m_configSettings.AssetCache
|
||||
= startupConfig.GetString("AssetCache", "OpenSim.Framework.Communications.Cache.AssetCache");
|
||||
m_configSettings.ClientstackDll
|
||||
= startupConfig.GetString("clientstack_plugin", "OpenSim.Region.ClientStack.LindenUDP.dll");
|
||||
}
|
||||
|
@ -310,16 +301,11 @@ namespace OpenSim
|
|||
m_configSettings.StandaloneInventorySource = standaloneConfig.GetString("inventory_source");
|
||||
m_configSettings.StandaloneUserPlugin = standaloneConfig.GetString("userDatabase_plugin");
|
||||
m_configSettings.StandaloneUserSource = standaloneConfig.GetString("user_source");
|
||||
m_configSettings.StandaloneAssetPlugin = standaloneConfig.GetString("asset_plugin");
|
||||
m_configSettings.StandaloneAssetSource = standaloneConfig.GetString("asset_source");
|
||||
|
||||
m_configSettings.LibrariesXMLFile = standaloneConfig.GetString("LibrariesXMLFile");
|
||||
m_configSettings.AssetSetsXMLFile = standaloneConfig.GetString("AssetSetsXMLFile");
|
||||
|
||||
m_configSettings.DumpAssetsToFile = standaloneConfig.GetBoolean("dump_assets_to_file", false);
|
||||
}
|
||||
|
||||
m_networkServersInfo.loadFromConfiguration(m_config.Source);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -57,7 +57,7 @@ namespace OpenSim
|
|||
return
|
||||
new HGScene(
|
||||
regionInfo, circuitManager, m_commsManager, sceneGridService, storageManager,
|
||||
m_moduleLoader, m_configSettings.DumpAssetsToFile, m_configSettings.PhysicalPrim,
|
||||
m_moduleLoader, false, m_configSettings.PhysicalPrim,
|
||||
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
|
||||
}
|
||||
|
||||
|
@ -270,4 +270,4 @@ namespace OpenSim
|
|||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -281,7 +281,6 @@ namespace OpenSim
|
|||
// Called from base.StartUp()
|
||||
|
||||
m_httpServerPort = m_networkServersInfo.HttpListenerPort;
|
||||
InitialiseAssetCache();
|
||||
m_sceneManager.OnRestartSim += handleRestartRegion;
|
||||
}
|
||||
|
||||
|
@ -296,167 +295,6 @@ namespace OpenSim
|
|||
/// returns an IAssetCache implementation, if possible. This is a virtual
|
||||
/// method.
|
||||
/// </summary>
|
||||
protected virtual void InitialiseAssetCache()
|
||||
{
|
||||
LegacyAssetClientPluginInitialiser linit = null;
|
||||
CryptoAssetClientPluginInitialiser cinit = null;
|
||||
AssetClientPluginInitialiser init = null;
|
||||
|
||||
IAssetServer assetServer = null;
|
||||
string mode = m_configSettings.AssetStorage;
|
||||
|
||||
if (mode == null | mode == String.Empty)
|
||||
mode = "default";
|
||||
|
||||
// If "default" is specified, then the value is adjusted
|
||||
// according to whether or not the server is running in
|
||||
// standalone mode.
|
||||
if (mode.ToLower() == "default")
|
||||
{
|
||||
if (m_configSettings.Standalone == false)
|
||||
mode = "grid";
|
||||
else
|
||||
mode = "local";
|
||||
}
|
||||
|
||||
switch (mode.ToLower())
|
||||
{
|
||||
// If grid is specified then the grid server is chose regardless
|
||||
// of whether the server is standalone.
|
||||
case "grid":
|
||||
linit = new LegacyAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL);
|
||||
assetServer = loadAssetServer("Grid", linit);
|
||||
break;
|
||||
|
||||
// If cryptogrid is specified then the cryptogrid server is chose regardless
|
||||
// of whether the server is standalone.
|
||||
case "cryptogrid":
|
||||
cinit = new CryptoAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL,
|
||||
Environment.CurrentDirectory, true);
|
||||
assetServer = loadAssetServer("Crypto", cinit);
|
||||
break;
|
||||
|
||||
// If cryptogrid_eou is specified then the cryptogrid_eou server is chose regardless
|
||||
// of whether the server is standalone.
|
||||
case "cryptogrid_eou":
|
||||
cinit = new CryptoAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL,
|
||||
Environment.CurrentDirectory, false);
|
||||
assetServer = loadAssetServer("Crypto", cinit);
|
||||
break;
|
||||
|
||||
// If file is specified then the file server is chose regardless
|
||||
// of whether the server is standalone.
|
||||
case "file":
|
||||
linit = new LegacyAssetClientPluginInitialiser(m_configSettings, m_networkServersInfo.AssetURL);
|
||||
assetServer = loadAssetServer("File", linit);
|
||||
break;
|
||||
|
||||
// If local is specified then we're going to use the local SQL server
|
||||
// implementation. We drop through, because that will be the fallback
|
||||
// for the following default clause too.
|
||||
case "local":
|
||||
break;
|
||||
|
||||
// If the asset_database value is none of the previously mentioned strings, then we
|
||||
// try to load a turnkey plugin that matches this value. If not we drop through to
|
||||
// a local default.
|
||||
default:
|
||||
try
|
||||
{
|
||||
init = new AssetClientPluginInitialiser(m_configSettings);
|
||||
assetServer = loadAssetServer(m_configSettings.AssetStorage, init);
|
||||
break;
|
||||
}
|
||||
catch
|
||||
{
|
||||
}
|
||||
m_log.Info("[OPENSIMBASE]: Default assetserver will be used");
|
||||
break;
|
||||
}
|
||||
|
||||
// Open the local SQL-based database asset server
|
||||
if (assetServer == null)
|
||||
{
|
||||
init = new AssetClientPluginInitialiser(m_configSettings);
|
||||
SQLAssetServer sqlAssetServer = (SQLAssetServer) loadAssetServer("SQL", init);
|
||||
sqlAssetServer.LoadDefaultAssets(m_configSettings.AssetSetsXMLFile);
|
||||
assetServer = sqlAssetServer;
|
||||
}
|
||||
|
||||
// Initialize the asset cache, passing a reference to the selected
|
||||
// asset server interface.
|
||||
m_assetCache = ResolveAssetCache(assetServer);
|
||||
|
||||
assetServer.Start();
|
||||
}
|
||||
|
||||
// This method loads the identified asset server, passing an approrpiately
|
||||
// initialized Initialise wrapper. There should to be exactly one match,
|
||||
// if not, then the first match is used.
|
||||
private IAssetServer loadAssetServer(string id, PluginInitialiserBase pi)
|
||||
{
|
||||
if (id != null && id != String.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[OPENSIMBASE] Attempting to load asset server id={0}", id);
|
||||
|
||||
try
|
||||
{
|
||||
PluginLoader<IAssetServer> loader = new PluginLoader<IAssetServer>(pi);
|
||||
loader.AddFilter(PLUGIN_ASSET_SERVER_CLIENT, new PluginProviderFilter(id));
|
||||
loader.Load(PLUGIN_ASSET_SERVER_CLIENT);
|
||||
|
||||
if (loader.Plugins.Count > 0)
|
||||
{
|
||||
m_log.DebugFormat("[OPENSIMBASE] Asset server {0} loaded", id);
|
||||
return (IAssetServer) loader.Plugins[0];
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.DebugFormat("[OPENSIMBASE] Asset server {0} not loaded ({1})", id, e.Message);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to instantiate an IAssetCache implementation, using the
|
||||
/// provided IAssetServer reference.
|
||||
/// An asset cache implementation must provide a constructor that
|
||||
/// accepts two parameters;
|
||||
/// [1] A ConfigSettings reference.
|
||||
/// [2] An IAssetServer reference.
|
||||
/// The AssetCache value is obtained from the
|
||||
/// [StartUp]/AssetCache value in the configuration file.
|
||||
/// </summary>
|
||||
protected virtual IAssetCache ResolveAssetCache(IAssetServer assetServer)
|
||||
{
|
||||
IAssetCache assetCache = null;
|
||||
if (m_configSettings.AssetCache != null && m_configSettings.AssetCache != String.Empty)
|
||||
{
|
||||
m_log.DebugFormat("[OPENSIMBASE]: Attempting to load asset cache id = {0}", m_configSettings.AssetCache);
|
||||
|
||||
try
|
||||
{
|
||||
PluginInitialiserBase init = new AssetCachePluginInitialiser(m_configSettings, assetServer);
|
||||
PluginLoader<IAssetCache> loader = new PluginLoader<IAssetCache>(init);
|
||||
loader.AddFilter(PLUGIN_ASSET_CACHE, new PluginProviderFilter(m_configSettings.AssetCache));
|
||||
|
||||
loader.Load(PLUGIN_ASSET_CACHE);
|
||||
if (loader.Plugins.Count > 0)
|
||||
assetCache = (IAssetCache) loader.Plugins[0];
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.Error("[OPENSIMBASE]: ResolveAssetCache failed");
|
||||
m_log.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
// If everything else fails, we force load the built-in asset cache
|
||||
return (IAssetCache) ((assetCache != null) ? assetCache : new AssetCache(assetServer));
|
||||
}
|
||||
|
||||
public void ProcessLogin(bool LoginEnabled)
|
||||
{
|
||||
if (LoginEnabled)
|
||||
|
@ -755,7 +593,7 @@ namespace OpenSim
|
|||
|
||||
return new Scene(
|
||||
regionInfo, circuitManager, m_commsManager, sceneGridService,
|
||||
storageManager, m_moduleLoader, m_configSettings.DumpAssetsToFile, m_configSettings.PhysicalPrim,
|
||||
storageManager, m_moduleLoader, false, m_configSettings.PhysicalPrim,
|
||||
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
|
||||
}
|
||||
|
||||
|
|
|
@ -73,7 +73,6 @@ namespace OpenSim.Region.Communications.Hypergrid
|
|||
m_interServiceInventoryService = inventoryService;
|
||||
inventoryService.UserProfileCache = UserProfileCacheService;
|
||||
|
||||
m_assetCache = assetCache;
|
||||
// Let's swap to always be secure access to inventory
|
||||
AddSecureInventoryService((ISecureInventoryService)inventoryService);
|
||||
m_inventoryServices = null;
|
||||
|
|
|
@ -70,24 +70,6 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
|
|||
|
||||
scene.EventManager.OnNewClient += NewClient;
|
||||
}
|
||||
|
||||
if (m_scene == null)
|
||||
{
|
||||
m_scene = scene;
|
||||
if (config.Configs["StandAlone"] != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_dumpAssetsToFile = config.Configs["StandAlone"].GetBoolean("dump_assets_to_file", false);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
|
|
|
@ -57,9 +57,6 @@ namespace OpenSim.Tests.Common.Mock
|
|||
public TestCommunicationsManager(NetworkServersInfo serversInfo)
|
||||
: base(serversInfo, new BaseHttpServer(666), null, false, null)
|
||||
{
|
||||
SQLAssetServer assetService = new SQLAssetServer(new TestAssetDataPlugin());
|
||||
m_assetCache = new AssetCache(assetService);
|
||||
|
||||
LocalInventoryService lis = new LocalInventoryService();
|
||||
m_inventoryDataPlugin = new TestInventoryDataPlugin();
|
||||
lis.AddPlugin(m_inventoryDataPlugin);
|
||||
|
@ -76,13 +73,5 @@ namespace OpenSim.Tests.Common.Mock
|
|||
LocalBackEndServices gs = new LocalBackEndServices();
|
||||
m_gridService = gs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start services that take care of business using their own threads.
|
||||
/// </summary>
|
||||
public void StartServices()
|
||||
{
|
||||
m_assetCache.AssetServer.Start();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -147,9 +147,6 @@ namespace OpenSim.Tests.Common.Setup
|
|||
testScene.PhysicsScene
|
||||
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", configSource, "test");
|
||||
|
||||
if (startServices)
|
||||
cm.StartServices();
|
||||
|
||||
return testScene;
|
||||
}
|
||||
|
||||
|
|
|
@ -110,19 +110,6 @@
|
|||
; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
|
||||
; locally. This will mean you won't be able to take items using your assets to other people's regions.
|
||||
|
||||
; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region
|
||||
;
|
||||
; If set to default, then
|
||||
; In standalone mode the local database based asset service will be used
|
||||
; In grid mode the grid asset service will be used for asset storage
|
||||
; This is probably the setting that you want.
|
||||
;
|
||||
; If set to local then the local database based asset service will be used in standalone and grid modes
|
||||
; If set to grid then the grid based asset service will be used in standalone and grid modes
|
||||
; All other values will cause a search for a matching assembly that contains an asset server client.
|
||||
; See also: AssetCache
|
||||
asset_database = "default"
|
||||
|
||||
; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
|
||||
; prevent frequently changing objects from heavily loading the region data store.
|
||||
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
|
||||
|
@ -219,18 +206,6 @@
|
|||
|
||||
;XmlRpcRouterModule = "XmlRpcRouterModule"
|
||||
|
||||
; ##
|
||||
; ## Customized Cache Implementation
|
||||
; ##
|
||||
;
|
||||
; The AssetCache value allows the name of an alternative caching
|
||||
; implementation to be specified. This can normally be omitted.
|
||||
; This value corresponds to the provider value associated with the
|
||||
; intended cache implementation plugin.
|
||||
; See also: asset_database
|
||||
|
||||
; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"
|
||||
|
||||
; ##
|
||||
; ## EMAIL MODULE
|
||||
; ##
|
||||
|
@ -281,19 +256,6 @@
|
|||
accounts_authenticate = true
|
||||
welcome_message = "Welcome to OpenSimulator"
|
||||
|
||||
; Asset database provider
|
||||
asset_plugin = "OpenSim.Data.SQLite.dll"
|
||||
; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
|
||||
; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate
|
||||
|
||||
; the Asset DB source. This only works for sqlite, mysql, and nhibernate for now
|
||||
; Asset source SQLite example
|
||||
asset_source = "URI=file:Asset.db,version=3"
|
||||
; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
|
||||
; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
|
||||
; Asset Source MySQL example
|
||||
;asset_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"
|
||||
|
||||
; Inventory database provider
|
||||
inventory_plugin = "OpenSim.Data.SQLite.dll"
|
||||
; inventory_plugin = "OpenSim.Data.MySQL.dll"
|
||||
|
@ -329,13 +291,6 @@
|
|||
; Default is ./inventory/Libraries.xml
|
||||
LibrariesXMLFile="./inventory/Libraries.xml"
|
||||
|
||||
; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
|
||||
; Setting is optional. Default is ./assets/AssetSets.xml
|
||||
AssetSetsXMLFile="./assets/AssetSets.xml"
|
||||
|
||||
dump_assets_to_file = false
|
||||
|
||||
|
||||
[Network]
|
||||
http_listener_port = 9000
|
||||
default_location_x = 1000
|
||||
|
|
Loading…
Reference in New Issue