* Total refactoring of Asset Server for massive win
* There is now a AssetServerBase * lolcat in ur assetsafrisby
parent
2681bc46c4
commit
46700d3b7d
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@ -91,7 +91,12 @@ namespace OpenSim.Framework.Communications.Cache
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{
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System.Console.WriteLine("Creating Asset cache");
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_assetServer = this.LoadAssetDll(assetServerDLLName);
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// TODO: This actually does nothing to no IAssetServer implementor. Delete?
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_assetServer.SetServerInfo(assetServerURL, assetServerKey);
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_assetServer.SetReceiver(this);
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Assets = new Dictionary<LLUUID, AssetInfo>();
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Textures = new Dictionary<LLUUID, TextureImage>();
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@ -159,7 +164,7 @@ namespace OpenSim.Framework.Communications.Cache
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{ //texture
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TextureImage textur = new TextureImage(asset);
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this.Textures.Add(textur.FullID, textur);
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this._assetServer.CreateAsset(asset);
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this._assetServer.StoreAndCommitAsset(asset);
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}
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else
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{
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@ -173,7 +178,7 @@ namespace OpenSim.Framework.Communications.Cache
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{
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AssetInfo assetInf = new AssetInfo(asset);
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this.Assets.Add(assetInf.FullID, assetInf);
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this._assetServer.CreateAsset(asset);
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this._assetServer.StoreAndCommitAsset(asset);
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}
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}
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}
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@ -26,41 +26,36 @@
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using Db4objects.Db4o;
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using Db4objects.Db4o.Query;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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namespace OpenSim.Framework.Communications.Caches
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namespace OpenSim.Framework.Communications.Cache
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{
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public class LocalAssetServer : IAssetServer
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public class LocalAssetServer : AssetServerBase
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{
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private IAssetReceiver _receiver;
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private BlockingQueue<ARequest> _assetRequests;
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private IObjectContainer db;
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private Thread _localAssetServerThread;
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public LocalAssetServer()
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{
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System.Console.WriteLine("Starting Db4o asset storage system");
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bool yapfile;
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this._assetRequests = new BlockingQueue<ARequest>();
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yapfile = File.Exists(Path.Combine(Util.dataDir(), "regionassets.yap"));
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MainLog.Instance.Verbose("Local Asset Server class created");
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db = Db4oFactory.OpenFile(Path.Combine(Util.dataDir(), "regionassets.yap"));
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MainLog.Instance.Verbose("Db4 Asset database creation");
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if (!yapfile)
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{
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this.SetUpAssetDatabase();
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SetUpAssetDatabase();
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}
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this._localAssetServerThread = new Thread(new ThreadStart(RunRequests));
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@ -69,25 +64,7 @@ namespace OpenSim.Framework.Communications.Caches
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}
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public void SetReceiver(IAssetReceiver receiver)
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{
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this._receiver = receiver;
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}
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public void FetchAsset(LLUUID assetID, bool isTexture)
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{
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ARequest req = new ARequest();
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req.AssetID = assetID;
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req.IsTexture = isTexture;
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this._assetRequests.Enqueue(req);
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}
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public void UpdateAsset(AssetBase asset)
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{
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}
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public void CreateAsset(AssetBase asset)
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public void CreateAndCommitAsset(AssetBase asset)
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{
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AssetStorage store = new AssetStorage();
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store.Data = asset.Data;
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@ -97,11 +74,7 @@ namespace OpenSim.Framework.Communications.Caches
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db.Commit();
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}
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public void SetServerInfo(string ServerUrl, string ServerKey)
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{
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}
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public void Close()
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override public void Close()
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{
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if (db != null)
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{
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@ -146,235 +119,31 @@ namespace OpenSim.Framework.Communications.Caches
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}
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override protected void StoreAsset(AssetBase asset)
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{
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AssetStorage store = new AssetStorage();
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store.Data = asset.Data;
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store.Name = asset.Name;
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store.UUID = asset.FullID;
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db.Set(store);
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CommitAssets();
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}
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protected override void CommitAssets()
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{
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db.Commit();
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}
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private void SetUpAssetDatabase()
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{
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MainLog.Instance.Verbose("Setting up asset database");
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MainLog.Instance.Verbose("LOCAL ASSET SERVER", "Setting up asset database");
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AssetBase Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000001");
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Image.Name = "Bricks";
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this.LoadAsset(Image, true, "bricks.jp2");
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AssetStorage store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000002");
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Image.Name = "Plywood";
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this.LoadAsset(Image, true, "plywood.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000003");
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Image.Name = "Rocks";
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this.LoadAsset(Image, true, "rocks.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000004");
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Image.Name = "Granite";
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this.LoadAsset(Image, true, "granite.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000005");
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Image.Name = "Hardwood";
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this.LoadAsset(Image, true, "hardwood.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005");
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Image.Name = "Prim Base Texture";
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this.LoadAsset(Image, true, "plywood.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000006");
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Image.Name = "Map Base Texture";
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this.LoadAsset(Image, true, "map_base.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000007");
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Image.Name = "Map Texture";
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this.LoadAsset(Image, true, "map1.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000010");
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Image.Name = "Female Body Texture";
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this.LoadAsset(Image, true, "femalebody.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000011");
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Image.Name = "Female Bottom Texture";
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this.LoadAsset(Image, true, "femalebottom.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000012");
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Image.Name = "Female Face Texture";
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this.LoadAsset(Image, true, "femaleface.jp2");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("77c41e39-38f9-f75a-024e-585989bbabbb");
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Image.Name = "Skin";
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Image.Type = 13;
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Image.InvType = 13;
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this.LoadAsset(Image, false, "base_skin.dat");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
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Image.Name = "Shape";
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Image.Type = 13;
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Image.InvType = 13;
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this.LoadAsset(Image, false, "base_shape.dat");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111110");
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Image.Name = "Shirt";
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Image.Type = 5;
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Image.InvType = 18;
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this.LoadAsset(Image, false, "newshirt.dat");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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Image = new AssetBase();
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Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111120");
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Image.Name = "Shirt";
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Image.Type = 5;
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Image.InvType = 18;
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this.LoadAsset(Image, false, "newpants.dat");
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store = new AssetStorage();
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store.Data = Image.Data;
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store.Name = Image.Name;
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store.UUID = Image.FullID;
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db.Set(store);
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db.Commit();
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string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
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if (File.Exists(filePath))
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{
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XmlConfigSource source = new XmlConfigSource(filePath);
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ReadAssetDetails(source);
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ForEachDefaultAsset(this, StoreAsset);
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ForEachXmlAsset(this, StoreAsset);
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}
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}
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protected void ReadAssetDetails(IConfigSource source)
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{
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AssetBase newAsset = null;
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for (int i = 0; i < source.Configs.Count; i++)
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{
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newAsset = new AssetBase();
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newAsset.FullID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated()));
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newAsset.Name = source.Configs[i].GetString("name", "");
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newAsset.Type = (sbyte)source.Configs[i].GetInt("assetType", 0);
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newAsset.InvType = (sbyte)source.Configs[i].GetInt("inventoryType", 0);
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string fileName = source.Configs[i].GetString("fileName", "");
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if (fileName != "")
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{
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this.LoadAsset(newAsset, false, fileName);
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AssetStorage store = new AssetStorage();
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store.Data = newAsset.Data;
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store.Name = newAsset.Name;
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store.UUID = newAsset.FullID;
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db.Set(store);
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db.Commit();
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}
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}
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}
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private void LoadAsset(AssetBase info, bool image, string filename)
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{
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//should request Asset from storage manager
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//but for now read from file
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string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
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string fileName = Path.Combine(dataPath, filename);
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FileInfo fInfo = new FileInfo(fileName);
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long numBytes = fInfo.Length;
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FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
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byte[] idata = new byte[numBytes];
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BinaryReader br = new BinaryReader(fStream);
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idata = br.ReadBytes((int)numBytes);
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br.Close();
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fStream.Close();
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info.Data = idata;
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//info.loaded=true;
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}
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}
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public class AssetUUIDQuery : Predicate
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{
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private LLUUID _findID;
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return (asset.UUID == _findID);
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}
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}
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}
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@ -0,0 +1,180 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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namespace OpenSim.Framework.Communications.Cache
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{
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public abstract class AssetServerBase : IAssetServer
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{
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protected IAssetReceiver _receiver;
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protected BlockingQueue<ARequest> _assetRequests;
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protected Thread _localAssetServerThread;
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protected IAssetProvider m_assetProviderPlugin;
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protected object syncLock = new object();
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protected abstract void StoreAsset(AssetBase asset);
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protected abstract void CommitAssets();
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public void LoadDefaultAssets()
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{
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MainLog.Instance.Verbose("SQL ASSET SERVER", "Setting up asset database");
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ForEachDefaultAsset( this, StoreAsset );
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ForEachXmlAsset( this, StoreAsset );
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CommitAssets();
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}
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public static AssetBase CreateAsset(IAssetServer assetServer, string assetIdStr, string name, string filename, bool isImage)
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{
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AssetBase asset = new AssetBase(
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new LLUUID(assetIdStr),
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name
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);
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if (!String.IsNullOrEmpty(filename))
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{
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MainLog.Instance.Verbose("ASSETS", "Loading: [{0}][{1}]", name, filename );
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assetServer.LoadAsset(asset, isImage, filename);
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}
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else
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{
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MainLog.Instance.Verbose("ASSETS", "Instantiated: [{0}]", name );
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}
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return asset;
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}
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private static AssetBase CreateImageAsset(IAssetServer assetServer, string assetIdStr, string name, string filename)
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{
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return CreateAsset(assetServer, assetIdStr, name, filename, true);
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}
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public static List<AssetBase> GetDefaultAssets(IAssetServer assetServer)
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{
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List<AssetBase> assets = new List<AssetBase>();
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000001", "Bricks", "bricks.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000002", "Plywood", "plywood.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000003", "Rocks", "rocks.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000004", "Granite", "granite.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000005", "Hardwood", "hardwood.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-5005-000000000005", "Prim Base Texture", "plywood.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000006", "Map Base Texture", "map_base.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000007", "Map Texture", "map1.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000010", "Female Body Texture", "femalebody.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000011", "Female Bottom Texture", "femalebottom.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000012", "Female Face Texture", "femaleface.jp2"));
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assets.Add(CreateImageAsset(assetServer, "00000000-0000-0000-9999-000000000001", "Bricks", "bricks.jp2"));
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assets.Add(CreateAsset(assetServer, "77c41e39-38f9-f75a-024e-585989bbabbb", "Skin", "base_skin.dat", false));
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assets.Add(CreateAsset(assetServer, "66c41e39-38f9-f75a-024e-585989bfab73", "Shape", "base_shape.dat", false));
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assets.Add(CreateAsset(assetServer, "00000000-38f9-1111-024e-222222111110", "Shirt", "newshirt.dat", false));
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assets.Add(CreateAsset(assetServer, "00000000-38f9-1111-024e-222222111120", "Shirt", "newpants.dat", false));
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|
||||
return assets;
|
||||
}
|
||||
|
||||
public static void ForEachDefaultAsset(IAssetServer assetServer, Action<AssetBase> action)
|
||||
{
|
||||
List<AssetBase> assets = GetDefaultAssets(assetServer);
|
||||
assets.ForEach(action);
|
||||
}
|
||||
|
||||
public AssetServerBase()
|
||||
{
|
||||
System.Console.WriteLine("Starting Db4o asset storage system");
|
||||
this._assetRequests = new BlockingQueue<ARequest>();
|
||||
}
|
||||
|
||||
public void LoadAsset(AssetBase info, bool image, string filename)
|
||||
{
|
||||
//should request Asset from storage manager
|
||||
//but for now read from file
|
||||
|
||||
string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
|
||||
string fileName = Path.Combine(dataPath, filename);
|
||||
FileInfo fInfo = new FileInfo(fileName);
|
||||
long numBytes = fInfo.Length;
|
||||
FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
|
||||
byte[] idata = new byte[numBytes];
|
||||
BinaryReader br = new BinaryReader(fStream);
|
||||
idata = br.ReadBytes((int)numBytes);
|
||||
br.Close();
|
||||
fStream.Close();
|
||||
info.Data = idata;
|
||||
//info.loaded=true;
|
||||
}
|
||||
|
||||
public static void ForEachXmlAsset(IAssetServer assetServer, Action<AssetBase> action)
|
||||
{
|
||||
string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
|
||||
if (File.Exists(filePath))
|
||||
{
|
||||
XmlConfigSource source = new XmlConfigSource(filePath);
|
||||
|
||||
for (int i = 0; i < source.Configs.Count; i++)
|
||||
{
|
||||
string assetIdStr = source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated());
|
||||
string name = source.Configs[i].GetString("name", "");
|
||||
sbyte type = (sbyte)source.Configs[i].GetInt("assetType", 0);
|
||||
sbyte invType = (sbyte)source.Configs[i].GetInt("inventoryType", 0);
|
||||
string fileName = source.Configs[i].GetString("fileName", "");
|
||||
|
||||
AssetBase newAsset = CreateAsset(assetServer, assetIdStr, name, fileName, false);
|
||||
|
||||
newAsset.Type = type;
|
||||
newAsset.InvType = invType;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetReceiver(IAssetReceiver receiver)
|
||||
{
|
||||
this._receiver = receiver;
|
||||
}
|
||||
|
||||
public void FetchAsset(LLUUID assetID, bool isTexture)
|
||||
{
|
||||
ARequest req = new ARequest();
|
||||
req.AssetID = assetID;
|
||||
req.IsTexture = isTexture;
|
||||
this._assetRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void UpdateAsset(AssetBase asset)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
m_assetProviderPlugin.UpdateAsset(asset);
|
||||
m_assetProviderPlugin.CommitAssets();
|
||||
}
|
||||
}
|
||||
|
||||
public void StoreAndCommitAsset(AssetBase asset)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
StoreAsset(asset);
|
||||
CommitAssets();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetServerInfo(string ServerUrl, string ServerKey)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public abstract void Close();
|
||||
}
|
||||
}
|
|
@ -36,25 +36,15 @@ using OpenSim.Framework.Interfaces;
|
|||
using OpenSim.Framework.Types;
|
||||
using OpenSim.Framework.Utilities;
|
||||
|
||||
namespace OpenSim.Framework.Communications.Caches
|
||||
namespace OpenSim.Framework.Communications.Cache
|
||||
{
|
||||
|
||||
public class SQLAssetServer : IAssetServer
|
||||
public class SQLAssetServer : AssetServerBase
|
||||
{
|
||||
private IAssetReceiver _receiver;
|
||||
private BlockingQueue<ARequest> _assetRequests;
|
||||
private Thread _localAssetServerThread;
|
||||
protected IAssetProvider m_assetProviderPlugin;
|
||||
private object syncLock = new object();
|
||||
|
||||
|
||||
public SQLAssetServer(string pluginName)
|
||||
{
|
||||
_assetRequests = new BlockingQueue<ARequest>();
|
||||
AddPlugin(pluginName);
|
||||
|
||||
SetUpAssetDatabase();
|
||||
|
||||
this._localAssetServerThread = new Thread(new ThreadStart(RunRequests));
|
||||
this._localAssetServerThread.IsBackground = true;
|
||||
this._localAssetServerThread.Start();
|
||||
|
@ -93,42 +83,8 @@ namespace OpenSim.Framework.Communications.Caches
|
|||
pluginAssembly = null;
|
||||
}
|
||||
|
||||
public void SetReceiver(IAssetReceiver receiver)
|
||||
{
|
||||
this._receiver = receiver;
|
||||
}
|
||||
|
||||
public void FetchAsset(LLUUID assetID, bool isTexture)
|
||||
{
|
||||
ARequest req = new ARequest();
|
||||
req.AssetID = assetID;
|
||||
req.IsTexture = isTexture;
|
||||
this._assetRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void UpdateAsset(AssetBase asset)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
m_assetProviderPlugin.UpdateAsset(asset);
|
||||
m_assetProviderPlugin.CommitAssets();
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateAsset(AssetBase asset)
|
||||
{
|
||||
lock (syncLock)
|
||||
{
|
||||
m_assetProviderPlugin.CreateAsset(asset);
|
||||
m_assetProviderPlugin.CommitAssets();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetServerInfo(string ServerUrl, string ServerKey)
|
||||
{
|
||||
|
||||
}
|
||||
public void Close()
|
||||
public override void Close()
|
||||
{
|
||||
m_assetProviderPlugin.CommitAssets();
|
||||
}
|
||||
|
@ -160,156 +116,14 @@ namespace OpenSim.Framework.Communications.Caches
|
|||
|
||||
}
|
||||
|
||||
private void SetUpAssetDatabase()
|
||||
protected override void StoreAsset(AssetBase asset)
|
||||
{
|
||||
MainLog.Instance.Verbose("Setting up asset database");
|
||||
|
||||
AssetBase Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000001");
|
||||
Image.Name = "Bricks";
|
||||
this.LoadAsset(Image, true, "bricks.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000002");
|
||||
Image.Name = "Plywood";
|
||||
this.LoadAsset(Image, true, "plywood.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000003");
|
||||
Image.Name = "Rocks";
|
||||
this.LoadAsset(Image, true, "rocks.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000004");
|
||||
Image.Name = "Granite";
|
||||
this.LoadAsset(Image, true, "granite.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000005");
|
||||
Image.Name = "Hardwood";
|
||||
this.LoadAsset(Image, true, "hardwood.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-5005-000000000005");
|
||||
Image.Name = "Prim Base Texture";
|
||||
this.LoadAsset(Image, true, "plywood.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000006");
|
||||
Image.Name = "Map Base Texture";
|
||||
this.LoadAsset(Image, true, "map_base.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-0000-9999-000000000007");
|
||||
Image.Name = "Map Texture";
|
||||
this.LoadAsset(Image, true, "map1.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000010");
|
||||
Image.Name = "Female Body Texture";
|
||||
this.LoadAsset(Image, true, "femalebody.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000011");
|
||||
Image.Name = "Female Bottom Texture";
|
||||
this.LoadAsset(Image, true, "femalebottom.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-0000-1111-9999-000000000012");
|
||||
Image.Name = "Female Face Texture";
|
||||
this.LoadAsset(Image, true, "femaleface.jp2");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("77c41e39-38f9-f75a-024e-585989bbabbb");
|
||||
Image.Name = "Skin";
|
||||
Image.Type = 13;
|
||||
Image.InvType = 13;
|
||||
this.LoadAsset(Image, false, "base_skin.dat");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
|
||||
Image.Name = "Shape";
|
||||
Image.Type = 13;
|
||||
Image.InvType = 13;
|
||||
this.LoadAsset(Image, false, "base_shape.dat");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111110");
|
||||
Image.Name = "Shirt";
|
||||
Image.Type = 5;
|
||||
Image.InvType = 18;
|
||||
this.LoadAsset(Image, false, "newshirt.dat");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
Image = new AssetBase();
|
||||
Image.FullID = new LLUUID("00000000-38f9-1111-024e-222222111120");
|
||||
Image.Name = "Shirt";
|
||||
Image.Type = 5;
|
||||
Image.InvType = 18;
|
||||
this.LoadAsset(Image, false, "newpants.dat");
|
||||
m_assetProviderPlugin.CreateAsset(Image);
|
||||
|
||||
string filePath = Path.Combine(Util.configDir(), "OpenSimAssetSet.xml");
|
||||
if (File.Exists(filePath))
|
||||
{
|
||||
XmlConfigSource source = new XmlConfigSource(filePath);
|
||||
ReadAssetDetails(source);
|
||||
m_assetProviderPlugin.CreateAsset(asset);
|
||||
}
|
||||
|
||||
protected override void CommitAssets()
|
||||
{
|
||||
m_assetProviderPlugin.CommitAssets();
|
||||
}
|
||||
|
||||
protected void ReadAssetDetails(IConfigSource source)
|
||||
{
|
||||
AssetBase newAsset = null;
|
||||
for (int i = 0; i < source.Configs.Count; i++)
|
||||
{
|
||||
newAsset = new AssetBase();
|
||||
newAsset.FullID = new LLUUID(source.Configs[i].GetString("assetID", LLUUID.Random().ToStringHyphenated()));
|
||||
newAsset.Name = source.Configs[i].GetString("name", "");
|
||||
newAsset.Type = (sbyte)source.Configs[i].GetInt("assetType", 0);
|
||||
newAsset.InvType = (sbyte)source.Configs[i].GetInt("inventoryType", 0);
|
||||
string fileName = source.Configs[i].GetString("fileName", "");
|
||||
if (fileName != "")
|
||||
{
|
||||
MainLog.Instance.Verbose("Creating new asset: " + newAsset.Name);
|
||||
this.LoadAsset(newAsset, false, fileName);
|
||||
m_assetProviderPlugin.CreateAsset(newAsset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadAsset(AssetBase info, bool image, string filename)
|
||||
{
|
||||
//should request Asset from storage manager
|
||||
//but for now read from file
|
||||
|
||||
string dataPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "assets"); //+ folder;
|
||||
string fileName = Path.Combine(dataPath, filename);
|
||||
FileInfo fInfo = new FileInfo(fileName);
|
||||
long numBytes = fInfo.Length;
|
||||
FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
|
||||
byte[] idata = new byte[numBytes];
|
||||
BinaryReader br = new BinaryReader(fStream);
|
||||
idata = br.ReadBytes((int)numBytes);
|
||||
br.Close();
|
||||
fStream.Close();
|
||||
info.Data = idata;
|
||||
//info.loaded=true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -39,9 +39,10 @@ namespace OpenSim.Framework.Interfaces
|
|||
void SetReceiver(IAssetReceiver receiver);
|
||||
void FetchAsset(LLUUID assetID, bool isTexture);
|
||||
void UpdateAsset(AssetBase asset);
|
||||
void CreateAsset(AssetBase asset);
|
||||
void StoreAndCommitAsset(AssetBase asset);
|
||||
void SetServerInfo(string ServerUrl, string ServerKey);
|
||||
void Close();
|
||||
void LoadAsset(AssetBase info, bool image, string filename);
|
||||
}
|
||||
|
||||
// could change to delegate?
|
||||
|
|
|
@ -44,5 +44,11 @@ namespace OpenSim.Framework.Types
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
public AssetBase(LLUUID assetId, string name)
|
||||
{
|
||||
FullID = assetId;
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,13 +30,14 @@ using System;
|
|||
using System.IO;
|
||||
|
||||
using libsecondlife;
|
||||
using OpenSim.Framework.Communications.Cache;
|
||||
using OpenSim.Framework.Configuration;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Framework.Configuration;
|
||||
using OpenSim.Framework.Interfaces;
|
||||
using OpenSim.Framework.Utilities;
|
||||
using OpenSim.Framework.Communications.Caches;
|
||||
|
||||
/*
|
||||
using System.Text;
|
||||
using Db4objects.Db4o;
|
||||
|
@ -114,7 +115,10 @@ namespace OpenSim.Grid.AssetServer
|
|||
{
|
||||
try
|
||||
{
|
||||
m_assetServer = new SQLAssetServer(config.DatabaseProvider);
|
||||
SQLAssetServer assetServer = new SQLAssetServer(config.DatabaseProvider );
|
||||
assetServer.LoadDefaultAssets();
|
||||
|
||||
m_assetServer = assetServer;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
|
|
@ -32,7 +32,6 @@ using System.IO;
|
|||
using System.Text;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework.Communications.Cache;
|
||||
using OpenSim.Framework.Communications.Caches;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Interfaces;
|
||||
using OpenSim.Framework.Servers;
|
||||
|
@ -286,9 +285,14 @@ namespace OpenSim
|
|||
}
|
||||
else
|
||||
{
|
||||
assetServer = new SQLAssetServer(standaloneAssetPlugin);
|
||||
SQLAssetServer sqlAssetServer = new SQLAssetServer(standaloneAssetPlugin);
|
||||
sqlAssetServer.LoadDefaultAssets();
|
||||
assetServer = sqlAssetServer;
|
||||
}
|
||||
|
||||
// TODO: This actually does nothing to no IAssetServer implementor. Delete?
|
||||
assetServer.SetServerInfo(m_networkServersInfo.AssetURL, m_networkServersInfo.AssetSendKey);
|
||||
|
||||
m_assetCache = new AssetCache(assetServer);
|
||||
// m_assetCache = new assetCache("OpenSim.Region.GridInterfaces.Local.dll", m_networkServersInfo.AssetURL, m_networkServersInfo.AssetSendKey);
|
||||
}
|
||||
|
|
|
@ -32,7 +32,6 @@ using System.IO;
|
|||
using System.Net;
|
||||
using libsecondlife;
|
||||
using OpenSim.Framework.Communications.Cache;
|
||||
using OpenSim.Framework.Communications.Caches;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Types;
|
||||
using OpenSim.Region.ClientStack;
|
||||
|
@ -58,7 +57,6 @@ namespace SimpleApp
|
|||
m_networkServersInfo = new NetworkServersInfo( 1000, 1000 );
|
||||
|
||||
LocalAssetServer assetServer = new LocalAssetServer();
|
||||
assetServer.SetServerInfo(m_networkServersInfo.AssetURL, "");
|
||||
|
||||
m_assetCache = new AssetCache(assetServer);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue