* Implement asynchronous assets request for archiving
* No user functionality yet0.6.0-stable
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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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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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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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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* 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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* * 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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* 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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* * 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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* 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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* 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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* * 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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* 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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* derived from this software without specific prior written permission.
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*
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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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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* 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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* 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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* 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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* 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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* (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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* 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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* 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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* (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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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.World.Serialiser;
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using System.Collections.Generic;
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using OpenSim.Region.Environment.Scenes;
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using System.Reflection;
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using System.Collections.Generic;
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using libsecondlife;
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using System.Reflection;
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using log4net;
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using libsecondlife;
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using Nini.Config;
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using log4net;
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using Nini.Config;
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namespace OpenSim.Region.Environment
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{
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namespace OpenSim.Region.Environment
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/// <summary>
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{
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/// Handles an individual archive request
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/// <summary>
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/// </summary>
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/// Method called when all the necessary assets for an archive request have been received.
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public class ArchiveRequest
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/// </summary>
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{
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public delegate void AssetsRequestCallback(IDictionary<LLUUID, AssetBase> assets);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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private Scene m_scene;
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/// Handles an individual archive request
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private string m_savePath;
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/// </summary>
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public class ArchiveRequest
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public ArchiveRequest(Scene scene, string savePath)
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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m_scene = scene;
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m_savePath = savePath;
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private Scene m_scene;
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private string m_savePath;
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ArchiveRegion();
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}
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public ArchiveRequest(Scene scene, string savePath)
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{
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protected void ArchiveRegion()
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m_scene = scene;
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{
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m_savePath = savePath;
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m_log.Warn("[ARCHIVER]: Archive region not yet implemented");
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ArchiveRegion();
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Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>();
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}
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List<EntityBase> entities = m_scene.GetEntities();
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protected void ArchiveRegion()
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{
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foreach (EntityBase entity in entities)
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m_log.Warn("[ARCHIVER]: Archive region not yet implemented");
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{
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if (entity is SceneObjectGroup)
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Dictionary<LLUUID, int> textureUuids = new Dictionary<LLUUID, int>();
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{
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SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
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List<EntityBase> entities = m_scene.GetEntities();
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foreach (SceneObjectPart part in sceneObject.GetParts())
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foreach (EntityBase entity in entities)
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{
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{
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LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
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if (entity is SceneObjectGroup)
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textureUuids[texture] = 1;
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{
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}
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SceneObjectGroup sceneObject = (SceneObjectGroup)entity;
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}
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}
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foreach (SceneObjectPart part in sceneObject.GetParts())
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{
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string serEntities = SerializeObjects(entities);
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LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0);
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textureUuids[texture] = 1;
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if (serEntities != null && serEntities.Length > 0)
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}
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{
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}
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m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
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}
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m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count);
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}
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string serEntities = SerializeObjects(entities);
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}
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if (serEntities != null && serEntities.Length > 0)
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/// <summary>
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{
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/// Get an xml representation of the given scene objects.
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m_log.DebugFormat("[ARCHIVER]: Successfully got serialization for {0} entities", entities.Count);
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/// </summary>
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m_log.DebugFormat("[ARCHIVER]: Requiring save of {0} textures", textureUuids.Count);
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/// <param name="scene"></param>
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/// <returns></returns>
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// Asynchronously request all the assets required to perform this archive operation
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protected static string SerializeObjects(List<EntityBase> entities)
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new AssetsRequest(ReceivedAllAssets, m_scene.AssetCache, textureUuids.Keys);
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{
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}
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string serialization = "<scene>";
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}
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List<string> serObjects = new List<string>();
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protected internal void ReceivedAllAssets(IDictionary<LLUUID, AssetBase> assets)
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{
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foreach (EntityBase ent in entities)
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m_log.DebugFormat("[ARCHIVER]: Received all {0} textures required", assets.Count);
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{
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}
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if (ent is SceneObjectGroup)
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{
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/// <summary>
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serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
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/// Get an xml representation of the given scene objects.
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}
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/// </summary>
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}
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/// <param name="scene"></param>
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/// <returns></returns>
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foreach (string serObject in serObjects)
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protected static string SerializeObjects(List<EntityBase> entities)
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serialization += serObject;
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{
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string serialization = "<scene>";
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serialization += "</scene>";
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List<string> serObjects = new List<string>();
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return serialization;
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}
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foreach (EntityBase ent in entities)
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}
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{
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}
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if (ent is SceneObjectGroup)
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{
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serObjects.Add(((SceneObjectGroup) ent).ToXmlString2());
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}
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}
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foreach (string serObject in serObjects)
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serialization += serObject;
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serialization += "</scene>";
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return serialization;
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}
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}
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/// <summary>
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/// Encapsulate the asynchronous requests for the assets required for an archive operation
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/// </summary>
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class AssetsRequest
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{
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/// <summary>
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/// Callback used when all the assets requested have been received.
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/// </summary>
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protected AssetsRequestCallback m_assetsRequestCallback;
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/// <summary>
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/// Assets retrieved in this request
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/// </summary>
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protected Dictionary<LLUUID, AssetBase> m_assets = new Dictionary<LLUUID, AssetBase>();
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/// <summary>
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/// Record the number of asset replies required so we know when we've finished
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/// </summary>
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private int m_repliesRequired;
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/// <summary>
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/// Asset cache used to request the assets
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/// </summary>
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protected AssetCache m_assetCache;
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protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection<LLUUID> uuids)
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{
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m_assetsRequestCallback = assetsRequestCallback;
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m_assetCache = assetCache;
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m_repliesRequired = uuids.Count;
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// We can stop here if there are no assets to fetch
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if (m_repliesRequired == 0)
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m_assetsRequestCallback(m_assets);
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foreach (LLUUID uuid in uuids)
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{
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m_assetCache.GetAsset(uuid, AssetRequestCallback, true);
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}
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}
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/// <summary>
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/// Called back by the asset cache when it has the asset
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="asset"></param>
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public void AssetRequestCallback(LLUUID assetID, AssetBase asset)
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{
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m_assets[assetID] = asset;
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if (m_assets.Count == m_repliesRequired)
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{
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m_assetsRequestCallback(m_assets);
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}
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}
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}
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}
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