From ba69cc31e5bfb3386880d4bc142df236531ab055 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Mon, 16 Jun 2008 15:36:01 +0000 Subject: [PATCH] * Refactor: Break out AssetsRequest to a separate file in the Archiver module --- .../World/Archiver/ArchiveWriteRequest.cs | 74 +----------- .../Modules/World/Archiver/AssetsRequest.cs | 105 ++++++++++++++++++ OpenSim/Region/Environment/Scenes/Scene.cs | 4 +- 3 files changed, 113 insertions(+), 70 deletions(-) create mode 100644 OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs index eab80ac0b1..1d7042c748 100644 --- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs +++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs @@ -97,6 +97,12 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver m_log.DebugFormat("[ARCHIVER]: Recording asset {0} in object {1}", tit.AssetID, part.UUID); assetUuids[tit.AssetID] = 1; } + else + { + // TODO: Need to unpack every tit and go through its textures & items, recursively + // this will mean going through the 'assets' received multiple times so that we can + // unpack objects within objects before recursively requesting the inner assets + } } } } @@ -159,72 +165,4 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver return serialization; } } - - /// - /// Encapsulate the asynchronous requests for the assets required for an archive operation - /// - class AssetsRequest - { - /// - /// Callback used when all the assets requested have been received. - /// - protected AssetsRequestCallback m_assetsRequestCallback; - - /// - /// Assets retrieved in this request - /// - protected Dictionary m_assets = new Dictionary(); - - /// - /// Record the number of asset replies required so we know when we've finished - /// - private int m_repliesRequired; - - /// - /// Asset cache used to request the assets - /// - protected AssetCache m_assetCache; - - protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids) - { - m_assetsRequestCallback = assetsRequestCallback; - m_assetCache = assetCache; - m_repliesRequired = uuids.Count; - - // We can stop here if there are no assets to fetch - if (m_repliesRequired == 0) - m_assetsRequestCallback(m_assets); - - foreach (LLUUID uuid in uuids) - { - m_assetCache.GetAsset(uuid, AssetRequestCallback, true); - } - } - - /// - /// Called back by the asset cache when it has the asset - /// - /// - /// - public void AssetRequestCallback(LLUUID assetID, AssetBase asset) - { - m_assets[assetID] = asset; - - if (m_assets.Count == m_repliesRequired) - { - // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive - Thread newThread = new Thread(PerformAssetsRequestCallback); - newThread.Name = "OpenSimulator archiving thread post assets receipt"; - newThread.Start(); - } - } - - /// - /// Perform the callback on the original requester of the assets - /// - protected void PerformAssetsRequestCallback() - { - m_assetsRequestCallback(m_assets); - } - } } diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs new file mode 100644 index 0000000000..2021b70027 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/World/Archiver/AssetsRequest.cs @@ -0,0 +1,105 @@ +/* + * Copyright (c) Contributors, http://opensimulator.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 OpenSim.Framework; +using OpenSim.Framework.Communications.Cache; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Region.Environment.Scenes; +using System.Collections.Generic; +using System.Threading; +using libsecondlife; + +namespace OpenSim.Region.Environment.Modules.World.Archiver +{ + /// + /// Encapsulate the asynchronous requests for the assets required for an archive operation + /// + class AssetsRequest + { + /// + /// Callback used when all the assets requested have been received. + /// + protected AssetsRequestCallback m_assetsRequestCallback; + + /// + /// Assets retrieved in this request + /// + protected Dictionary m_assets = new Dictionary(); + + /// + /// Record the number of asset replies required so we know when we've finished + /// + private int m_repliesRequired; + + /// + /// Asset cache used to request the assets + /// + protected AssetCache m_assetCache; + + protected internal AssetsRequest(AssetsRequestCallback assetsRequestCallback, AssetCache assetCache, ICollection uuids) + { + m_assetsRequestCallback = assetsRequestCallback; + m_assetCache = assetCache; + m_repliesRequired = uuids.Count; + + // We can stop here if there are no assets to fetch + if (m_repliesRequired == 0) + m_assetsRequestCallback(m_assets); + + foreach (LLUUID uuid in uuids) + { + m_assetCache.GetAsset(uuid, AssetRequestCallback, true); + } + } + + /// + /// Called back by the asset cache when it has the asset + /// + /// + /// + public void AssetRequestCallback(LLUUID assetID, AssetBase asset) + { + m_assets[assetID] = asset; + + if (m_assets.Count == m_repliesRequired) + { + // We want to stop using the asset cache thread asap as we now need to do the actual work of producing the archive + Thread newThread = new Thread(PerformAssetsRequestCallback); + newThread.Name = "OpenSimulator archiving thread post assets receipt"; + newThread.Start(); + } + } + + /// + /// Perform the callback on the original requester of the assets + /// + protected void PerformAssetsRequestCallback() + { + m_assetsRequestCallback(m_assets); + } + } +} diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index dcc92cc3ea..e274139f37 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -863,12 +863,12 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// Backup the scene. This acts as the main method of the backup thread. /// /// public void Backup() { - EventManager.TriggerOnBackup(m_storageManager.DataStore); + EventManager.TriggerOnBackup(m_storageManager.DataStore); m_backingup = false; //return true; }